vertices[j].Pos = coords[j] + origin;
vertices[j].Normal = normal2;
if (data->m_smooth_lighting)
- vertices[j].Color = blendLight(coords[j]);
+ vertices[j].Color = blendLightColor(coords[j]);
else
vertices[j].Color = color;
if (shade_face)
video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
const v3f &vertex_normal)
{
- video::SColor color = blendLight(vertex_pos);
+ video::SColor color = blendLightColor(vertex_pos);
if (!f->light_source)
applyFacesShading(color, vertex_normal);
return color;
g_extrusion_mesh_cache->grab();
}
- scene::SMesh *mesh;
+ scene::SMesh *mesh = NULL;
// If inventory_image is defined, it overrides everything else
if (def.inventory_image != "") {