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authorx2048 <codeforsmile@gmail.com>2022-09-06 08:25:18 +0200
committerGitHub <noreply@github.com>2022-09-06 08:25:18 +0200
commitff6dcfea82974df6db5a557e31aaddb6bdb7a71f (patch)
tree18bafaedcfdff36a0c0719653b99370b7434b344 /src/client/camera.cpp
parent464043b8abdbd936640757604ecb21662592043b (diff)
downloadminetest-ff6dcfea82974df6db5a557e31aaddb6bdb7a71f.tar.xz
Implement rendering pipeline and post-processing (#12465)
Co-authored-by: Lars Mueller <appgurulars@gmx.de> Co-authored-by: sfan5 <sfan5@live.de> Co-authored-by: lhofhansl <lhofhansl@yahoo.com>
Diffstat (limited to 'src/client/camera.cpp')
-rw-r--r--src/client/camera.cpp5
1 files changed, 1 insertions, 4 deletions
diff --git a/src/client/camera.cpp b/src/client/camera.cpp
index df75c52d6..fd60e6dde 100644
--- a/src/client/camera.cpp
+++ b/src/client/camera.cpp
@@ -627,14 +627,11 @@ void Camera::wield(const ItemStack &item)
void Camera::drawWieldedTool(irr::core::matrix4* translation)
{
- // Clear Z buffer so that the wielded tool stays in front of world geometry
- m_wieldmgr->getVideoDriver()->clearBuffers(video::ECBF_DEPTH);
-
// Draw the wielded node (in a separate scene manager)
scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
cam->setAspectRatio(m_cameranode->getAspectRatio());
cam->setFOV(72.0*M_PI/180.0);
- cam->setNearValue(10);
+ cam->setNearValue(40); // give wield tool smaller z-depth than the world in most cases.
cam->setFarValue(1000);
if (translation != NULL)
{