void add(scene::IMeshBuffer *buf)
{
+ const video::SMaterial &m = buf->getMaterial();
for(std::vector<MeshBufList>::iterator i = lists.begin();
i != lists.end(); ++i){
MeshBufList &l = *i;
- video::SMaterial &m = buf->getMaterial();
// comparing a full material is quite expensive so we don't do it if
// not even first texture is equal
}
}
MeshBufList l;
- l.m = buf->getMaterial();
+ l.m = m;
l.bufs.push_back(buf);
lists.push_back(l);
}
{
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter);
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter);
- buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter);
- buf->getMaterial().setFlag(video::EMF_WIREFRAME, m_control.show_wireframe);
-
- const video::SMaterial& material = buf->getMaterial();
+ video::SMaterial& material = buf->getMaterial();
video::IMaterialRenderer* rnd =
driver->getMaterialRenderer(material.MaterialType);
bool transparent = (rnd && rnd->isTransparent());
if (buf->getVertexCount() == 0)
errorstream << "Block [" << analyze_block(block)
<< "] contains an empty meshbuf" << std::endl;
+
+ material.setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter);
+ material.setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter);
+ material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter);
+ material.setFlag(video::EMF_WIREFRAME, m_control.show_wireframe);
+
drawbufs.add(buf);
}
}