Temporarily fix always bright wieldhand with shaders enabled
parent
0483f91f30
commit
249749dd8c
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@ -292,8 +292,12 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
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material.setFlag(video::EMF_USE_MIP_MAPS, false);
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#endif
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#if 0
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//// TODO(RealBadAngel): Reactivate when shader is added for wield items
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if (m_enable_shaders)
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material.setTexture(2, tsrc->getTexture("disable_img.png"));
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#endif
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}
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void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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@ -306,10 +310,13 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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const ContentFeatures &f = ndef->get(def.name);
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content_t id = ndef->getId(def.name);
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#if 0
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//// TODO(RealBadAngel): Reactivate when shader is added for wield items
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if (m_enable_shaders) {
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u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
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m_material_type = shdrsrc->getShaderInfo(shader_id).material;
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}
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#endif
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// If wield_image is defined, it overrides everything else
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if (def.wield_image != "") {
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@ -357,6 +364,8 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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material.setTexture(0, f.tiles[i].texture);
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}
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material.MaterialType = m_material_type;
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#if 0
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//// TODO(RealBadAngel): Reactivate when shader is added for wield items
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if (m_enable_shaders) {
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if (f.tiles[i].normal_texture) {
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if (animated) {
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@ -370,6 +379,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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material.setTexture(2, tsrc->getTexture("disable_img.png"));
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}
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}
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#endif
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}
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return;
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}
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