Fix after soft node overlays
This removes a segmentation fault and makes node meshes well colorized.master
parent
1ffb180868
commit
900b816162
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@ -108,7 +108,7 @@ void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal)
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vertices[j].Pos = coords[j] + origin;
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vertices[j].Pos = coords[j] + origin;
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vertices[j].Normal = normal2;
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vertices[j].Normal = normal2;
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if (data->m_smooth_lighting)
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if (data->m_smooth_lighting)
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vertices[j].Color = blendLight(coords[j]);
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vertices[j].Color = blendLightColor(coords[j]);
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else
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else
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vertices[j].Color = color;
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vertices[j].Color = color;
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if (shade_face)
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if (shade_face)
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@ -298,7 +298,7 @@ video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
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video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
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video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
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const v3f &vertex_normal)
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const v3f &vertex_normal)
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{
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{
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video::SColor color = blendLight(vertex_pos);
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video::SColor color = blendLightColor(vertex_pos);
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if (!f->light_source)
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if (!f->light_source)
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applyFacesShading(color, vertex_normal);
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applyFacesShading(color, vertex_normal);
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return color;
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return color;
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@ -438,7 +438,7 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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g_extrusion_mesh_cache->grab();
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g_extrusion_mesh_cache->grab();
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}
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}
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scene::SMesh *mesh;
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scene::SMesh *mesh = NULL;
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// If inventory_image is defined, it overrides everything else
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// If inventory_image is defined, it overrides everything else
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if (def.inventory_image != "") {
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if (def.inventory_image != "") {
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