Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- mapblock_mesh_generate_special(data, collector);
- /*
- Convert MeshCollector to SMesh
- */
- bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
- bool enable_shaders = g_settings->getBool("enable_shaders");
- video::E_MATERIAL_TYPE shadermat1;
- video::E_MATERIAL_TYPE shadermat2;
- video::E_MATERIAL_TYPE shadermat3;
- video::E_MATERIAL_TYPE bumpmaps1;
- video::E_MATERIAL_TYPE bumpmaps2;
- if (enable_shaders) {
- shadermat1 = m_gamedef->getShaderSource()->
- getShader("test_shader_1").material;
- shadermat2 = m_gamedef->getShaderSource()->
- getShader("test_shader_2").material;
- shadermat3 = m_gamedef->getShaderSource()->
- getShader("test_shader_3").material;
- bumpmaps1 = m_gamedef->getShaderSource()->
- getShader("bumpmaps_solids").material;
- bumpmaps2 = m_gamedef->getShaderSource()->
- getShader("bumpmaps_liquids").material;
- }
- for(u32 i = 0; i < collector.prebuffers.size(); i++)
- {
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement