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Oct 6th, 2014
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  1. case NDT_MESH:
  2. {
  3. struct timespec ts;
  4. struct timespec te;
  5. clock_gettime(CLOCK_THREAD_CPUTIME_ID, &ts);
  6. u8 facedir = n.getFaceDir(nodedef);
  7. for(u16 j = 0; j < f.mesh_ptr[facedir]->getMeshBufferCount(); j++) {
  8. scene::IMeshBuffer *buf = (scene::IMeshBuffer *)f.mesh_ptr[facedir]->getMeshBuffer(j);
  9. collector.append(f.tiles[j],
  10. (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
  11. buf->getIndices(), buf->getIndexCount(),
  12. intToFloat(p, BS), f.visual_scale,
  13. MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source));
  14. }
  15. clock_gettime(CLOCK_THREAD_CPUTIME_ID, &te);
  16. dstream<<"Mesh: "<<(te.tv_nsec - ts.tv_nsec)/1000<<"\n";
  17. break;}
  18. }
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