possibly fixed broken crack textures on some machines
authorPerttu Ahola <celeron55@gmail.com>
Wed, 29 Dec 2010 19:53:42 +0000 (21:53 +0200)
committerPerttu Ahola <celeron55@gmail.com>
Wed, 29 Dec 2010 19:53:42 +0000 (21:53 +0200)
src/irrlichtwrapper.cpp
src/main.cpp

index 8bd29b6348d5e863108a4df2c30d14ba7be93e14..e48e328e3cdce3a42f40df1e32320f684da346cf 100644 (file)
@@ -112,13 +112,22 @@ video::ITexture* IrrlichtWrapper::getTextureDirect(TextureSpec spec)
 video::ITexture * CrackTextureMod::make(video::ITexture *original,
                const char *newname, video::IVideoDriver* driver)
 {
+       // Size of the base image
        core::dimension2d<u32> dim(16, 16);
+       // Size of the crack image
+       //core::dimension2d<u32> dim_crack(16, 16 * CRACK_ANIMATION_LENGTH);
+       // Position to copy the crack to in the base image
        core::position2d<s32> pos_base(0, 0);
+       // Position to copy the crack from in the crack image
        core::position2d<s32> pos_other(0, 16 * progression);
 
        video::IImage *baseimage = driver->createImage(original, pos_base, dim);
        assert(baseimage);
+
+       video::IImage *crackimage = driver->createImageFromFile("../data/crack.png");
+       assert(crackimage);
        
+#if 0
        video::ITexture *other = driver->getTexture("../data/crack.png");
        
        dstream<<__FUNCTION_NAME<<": crack texture size is "
@@ -131,26 +140,33 @@ video::ITexture * CrackTextureMod::make(video::ITexture *original,
        //       the image to fit a texture or something...
        video::IImage *otherimage = driver->createImage(
                        other, core::position2d<s32>(0,0), other->getSize());
-       // This should work on more systems
-       // - no, it doesn't, output is more random.
-       /*video::IImage *otherimage = driver->createImage(
-                       other, core::position2d<s32>(0,0),
-                       v2u32(16, CRACK_ANIMATION_LENGTH * 16));*/
 
        assert(otherimage);
+
+       // Now, the image might be 80 or 128 high depending on the computer
+       // Let's make an image of the right size and copy the possibly
+       // wrong sized one with scaling
+       // NOTE: This is an ugly hack.
+
+       video::IImage *crackimage = driver->createImage(
+                       baseimage->getColorFormat(), dim_crack);
        
-       /*core::rect<s32> clip_rect(v2s32(0,0), dim);
-       otherimage->copyToWithAlpha(baseimage, v2s32(0,0),
-                       core::rect<s32>(pos_other, dim),
-                       video::SColor(255,255,255,255),
-                       &clip_rect);*/
+       assert(crackimage);
        
-       otherimage->copyToWithAlpha(baseimage, v2s32(0,0),
+       otherimage->copyToScaling(crackimage);
+       otherimage->drop();
+#endif
+
+       // Then copy the right part of crackimage to baseimage
+       
+       crackimage->copyToWithAlpha(baseimage, v2s32(0,0),
                        core::rect<s32>(pos_other, dim),
                        video::SColor(255,255,255,255),
                        NULL);
        
-       otherimage->drop();
+       crackimage->drop();
+
+       // Create texture from resulting image
 
        video::ITexture *newtexture = driver->addTexture(newname, baseimage);
 
index a5b9ba0d55ffb06c74e936e8352de1945b998199..fd13652cf6e5478f203af3423b86fb9df782dd6b 100644 (file)
@@ -183,6 +183,13 @@ TODO: When server sees that client is removing an inexistent block or
 \r
 TODO: When player dies, throw items on map\r
 \r
+TODO: Optimize day/night mesh updating somehow\r
+      - create copies of all textures for all lighting values and only\r
+           change texture for material?\r
+         - Umm... the collecting of the faces is the slow part\r
+           -> what about just changing the color values of the existing\r
+                  meshbuffers? It should go quite fast.\r
+\r
 TODO: Map generator version 2\r
 \r
 Doing now:\r
@@ -1614,8 +1621,8 @@ int main(int argc, char *argv[])
        bool first_loop_after_window_activation = true;\r
 \r
        // Time is in milliseconds\r
-       // NOTE: getRealTime() without run()s causes strange problems in wine\r
-       // NOTE: Have to call run() between calls of this to update the timer\r
+       // NOTE: getRealTime() causes strange problems in wine (imprecision?)\r
+       // NOTE: So we have to use getTime() and call run()s between them\r
        u32 lasttime = device->getTimer()->getTime();\r
 \r
        while(device->run())\r
@@ -1862,9 +1869,13 @@ int main(int argc, char *argv[])
                v3f camera_direction = v3f(0,0,1);\r
                camera_direction.rotateYZBy(camera_pitch);\r
                camera_direction.rotateXZBy(camera_yaw);\r
-\r
+               \r
+               // This is at the height of the eyes of the current figure\r
                v3f camera_position =\r
                                player_position + v3f(0, BS+BS/2, 0);\r
+               // This is more like in minecraft\r
+               /*v3f camera_position =\r
+                               player_position + v3f(0, BS+BS*0.65, 0);*/\r
 \r
                camera->setPosition(camera_position);\r
                // *100.0 helps in large map coordinates\r