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authorx2048 <codeforsmile@gmail.com>2022-05-20 22:33:52 +0200
committerGitHub <noreply@github.com>2022-05-20 22:33:52 +0200
commit604fb2b738c1f369c608b7f3b778034bf3dc2725 (patch)
treebbdcf4ef77af6f7058b115e3e4c24ab34e164988 /src/client/clientenvironment.cpp
parent273bfee9a193d0dd2e9f9b400add980c0b5202a7 (diff)
downloadminetest-604fb2b738c1f369c608b7f3b778034bf3dc2725.tar.xz
Fix lighting of the wield mesh (#12341)
* Assign node light to player before final color blend. Fixes day/night lightbank ratio for wield meshes * Update wield mesh light when changing mesh
Diffstat (limited to 'src/client/clientenvironment.cpp')
-rw-r--r--src/client/clientenvironment.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/client/clientenvironment.cpp b/src/client/clientenvironment.cpp
index 448af36c6..183a95007 100644
--- a/src/client/clientenvironment.cpp
+++ b/src/client/clientenvironment.cpp
@@ -305,6 +305,7 @@ void ClientEnvironment::step(float dtime)
node_at_lplayer = m_map->getNode(p);
u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
+ lplayer->light_color = encode_light(light, 0); // this transfers light.alpha
final_color_blend(&lplayer->light_color, light, day_night_ratio);
}