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Nov 12th, 2013
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  1. mapblock_mesh_generate_special(data, collector);
  2.  
  3.  
  4. /*
  5. Convert MeshCollector to SMesh
  6. */
  7. bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
  8.  
  9.  
  10. bool enable_shaders = g_settings->getBool("enable_shaders");
  11. video::E_MATERIAL_TYPE shadermat1;
  12. video::E_MATERIAL_TYPE shadermat2;
  13. video::E_MATERIAL_TYPE shadermat3;
  14. video::E_MATERIAL_TYPE bumpmaps1;
  15. video::E_MATERIAL_TYPE bumpmaps2;
  16. if (enable_shaders) {
  17. shadermat1 = m_gamedef->getShaderSource()->
  18. getShader("test_shader_1").material;
  19. shadermat2 = m_gamedef->getShaderSource()->
  20. getShader("test_shader_2").material;
  21. shadermat3 = m_gamedef->getShaderSource()->
  22. getShader("test_shader_3").material;
  23. bumpmaps1 = m_gamedef->getShaderSource()->
  24. getShader("bumpmaps_solids").material;
  25. bumpmaps2 = m_gamedef->getShaderSource()->
  26. getShader("bumpmaps_liquids").material;
  27. }
  28.  
  29.  
  30. for(u32 i = 0; i < collector.prebuffers.size(); i++)
  31. {
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