Fix incorrect light updates for wielditem and item visuals (#9540)
An alternative to #9537
This commit is contained in:
parent
625b100593
commit
f3032a637c
@ -826,7 +826,11 @@ void GenericCAO::setNodeLight(u8 light)
|
|||||||
{
|
{
|
||||||
video::SColor color(255, light, light, light);
|
video::SColor color(255, light, light, light);
|
||||||
|
|
||||||
if (m_enable_shaders) {
|
if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
|
||||||
|
// Since these types of visuals are using their own shader
|
||||||
|
// they should be handled separately
|
||||||
|
m_wield_meshnode->setColor(color);
|
||||||
|
} else if (m_enable_shaders) {
|
||||||
scene::ISceneNode *node = getSceneNode();
|
scene::ISceneNode *node = getSceneNode();
|
||||||
|
|
||||||
if (node == nullptr)
|
if (node == nullptr)
|
||||||
@ -850,8 +854,6 @@ void GenericCAO::setNodeLight(u8 light)
|
|||||||
setMeshColor(m_meshnode->getMesh(), color);
|
setMeshColor(m_meshnode->getMesh(), color);
|
||||||
} else if (m_animated_meshnode) {
|
} else if (m_animated_meshnode) {
|
||||||
setAnimatedMeshColor(m_animated_meshnode, color);
|
setAnimatedMeshColor(m_animated_meshnode, color);
|
||||||
} else if (m_wield_meshnode) {
|
|
||||||
m_wield_meshnode->setColor(color);
|
|
||||||
} else if (m_spritenode) {
|
} else if (m_spritenode) {
|
||||||
m_spritenode->setColor(color);
|
m_spritenode->setColor(color);
|
||||||
}
|
}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user