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Oct 4th, 2014
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  1. case NDT_MESH:
  2. {
  3. if(f.mesh_ptr) {
  4. v3f pos = intToFloat(p, BS);
  5. u16 l = getInteriorLight(n, 1, nodedef);
  6. video::SColor c = MapBlock_LightColor(255, l, f.light_source);
  7. u16 mc = f.mesh_ptr->getMeshBufferCount();
  8. for(u16 j = 0; j < mc; j++) {
  9. scene::IMeshBuffer *buf = (scene::IMeshBuffer *)f.mesh_ptr->getMeshBuffer(j);
  10. u32 vc = buf->getVertexCount();
  11. u32 ic = buf->getIndexCount();
  12. collector.append(f.tiles[j], (video::S3DVertex *)buf->getVertices(), vc,
  13. buf->getIndices(), ic, pos, f.visual_scale, c);
  14. }
  15. }
  16. break;}
  17. }
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