Add option to disable backface culling for models
- Disabled by default (except players) - Fixes #2984master
parent
6907c3e40a
commit
50ba7e114d
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@ -3045,6 +3045,7 @@ Definition tables
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stepheight = 0,
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automatic_face_movement_dir = 0.0,
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-- ^ automatically set yaw to movement direction; offset in degrees; false to disable
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backface_culling = true, -- false to disable backface_culling for model
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}
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### Entity definition (`register_entity`)
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@ -934,10 +934,15 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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u8 li = m_last_light;
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setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
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bool backface_culling = m_prop.backface_culling;
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if (m_is_player)
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backface_culling = false;
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m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
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m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, backface_culling);
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}
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else
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errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
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@ -42,7 +42,8 @@ ObjectProperties::ObjectProperties():
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automatic_rotate(0),
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stepheight(0),
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automatic_face_movement_dir(false),
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automatic_face_movement_dir_offset(0.0)
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automatic_face_movement_dir_offset(0.0),
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backface_culling(true)
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{
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textures.push_back("unknown_object.png");
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colors.push_back(video::SColor(255,255,255,255));
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@ -74,6 +75,7 @@ std::string ObjectProperties::dump()
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os<<", is_visible="<<is_visible;
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os<<", makes_footstep_sound="<<makes_footstep_sound;
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os<<", automatic_rotate="<<automatic_rotate;
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os<<", backface_culling="<<backface_culling;
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return os.str();
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}
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@ -106,6 +108,7 @@ void ObjectProperties::serialize(std::ostream &os) const
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writeF1000(os,stepheight);
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writeU8(os, automatic_face_movement_dir);
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writeF1000(os, automatic_face_movement_dir_offset);
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writeU8(os, backface_culling);
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// Add stuff only at the bottom.
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// Never remove anything, because we don't want new versions of this
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}
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@ -142,6 +145,7 @@ void ObjectProperties::deSerialize(std::istream &is)
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stepheight = readF1000(is);
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automatic_face_movement_dir = readU8(is);
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automatic_face_movement_dir_offset = readF1000(is);
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backface_culling = readU8(is);
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}catch(SerializationError &e){}
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}
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else
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@ -149,4 +153,3 @@ void ObjectProperties::deSerialize(std::istream &is)
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throw SerializationError("unsupported ObjectProperties version");
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}
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}
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@ -47,6 +47,7 @@ struct ObjectProperties
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f32 stepheight;
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bool automatic_face_movement_dir;
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f32 automatic_face_movement_dir_offset;
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bool backface_culling;
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ObjectProperties();
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@ -56,4 +57,3 @@ struct ObjectProperties
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};
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#endif
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@ -197,6 +197,7 @@ void read_object_properties(lua_State *L, int index,
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prop->automatic_face_movement_dir_offset = 0.0;
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}
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lua_pop(L, 1);
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getboolfield(L, -1, "backface_culling", prop->backface_culling);
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}
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/******************************************************************************/
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@ -255,6 +256,8 @@ void push_object_properties(lua_State *L, ObjectProperties *prop)
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else
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lua_pushboolean(L, false);
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lua_setfield(L, -2, "automatic_face_movement_dir");
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lua_pushboolean(L, prop->backface_culling);
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lua_setfield(L, -2, "backface_culling");
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}
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/******************************************************************************/
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@ -1231,4 +1234,3 @@ void read_json_value(lua_State *L, Json::Value &root, int index, u8 recursion)
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}
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lua_pop(L, 1); // Pop value
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}
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