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authorKahrl <kahrl@gmx.net>2014-11-02 03:47:43 +0100
committerKahrl <kahrl@gmx.net>2014-11-08 23:11:57 +0100
commit9b551d5cbcaf71a8c39bbf7e886290649aed4799 (patch)
tree8eb68e4c9a7a006ec6c406da4760403c6748848e /src/CMakeLists.txt
parentcc8d7b86404f2830bcf09d04468e8041db276b98 (diff)
downloaddragonfireclient-9b551d5cbcaf71a8c39bbf7e886290649aed4799.tar.xz
Implement WieldMeshSceneNode which improves wield mesh rendering
- Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
Diffstat (limited to 'src/CMakeLists.txt')
-rw-r--r--src/CMakeLists.txt1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
index eeceb6358..b1fd26247 100644
--- a/src/CMakeLists.txt
+++ b/src/CMakeLists.txt
@@ -466,6 +466,7 @@ set(minetest_SRCS
shader.cpp
sky.cpp
tile.cpp
+ wieldmesh.cpp
${minetest_SCRIPT_SRCS}
)
list(SORT minetest_SRCS)