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author | x2048 <codeforsmile@gmail.com> | 2022-10-26 22:26:09 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2022-10-26 22:26:09 +0200 |
commit | 88820cd31c2fe21c8c16ee547a3335131e8ba009 (patch) | |
tree | dcd2894e11f9365dfe2238194c0e16d0ccd59afa /src/client/wieldmesh.cpp | |
parent | 16266397ed3db6503487574a4c1f7fa0e5a7c4ce (diff) | |
download | minetest-88820cd31c2fe21c8c16ee547a3335131e8ba009.tar.xz |
Shadow list improvements (#12898)
* Remove redundant checks when attaching SM texture to entities.
Some of the checks were broken, leading to crashes when shadow intensity is set to 0
* Avoid memory leak in shadow casters list when wield mesh changes item stacks
Diffstat (limited to 'src/client/wieldmesh.cpp')
-rw-r--r-- | src/client/wieldmesh.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/src/client/wieldmesh.cpp b/src/client/wieldmesh.cpp index d546d52ff..155b5ecc4 100644 --- a/src/client/wieldmesh.cpp +++ b/src/client/wieldmesh.cpp @@ -223,6 +223,11 @@ WieldMeshSceneNode::WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id, bool l dummymesh->drop(); // m_meshnode grabbed it m_shadow = RenderingEngine::get_shadow_renderer(); + + if (m_shadow) { + // Add mesh to shadow caster + m_shadow->addNodeToShadowList(m_meshnode); + } } WieldMeshSceneNode::~WieldMeshSceneNode() @@ -230,8 +235,8 @@ WieldMeshSceneNode::~WieldMeshSceneNode() sanity_check(g_extrusion_mesh_cache); // Remove node from shadow casters. m_shadow might be an invalid pointer! - if (auto shadow = RenderingEngine::get_shadow_renderer()) - shadow->removeNodeFromShadowList(m_meshnode); + if (m_shadow) + m_shadow->removeNodeFromShadowList(m_meshnode); if (g_extrusion_mesh_cache->drop()) g_extrusion_mesh_cache = nullptr; @@ -552,11 +557,6 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh) // need to normalize normals when lighting is enabled (because of setScale()) m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting); m_meshnode->setVisible(true); - - if (m_shadow) { - // Add mesh to shadow caster - m_shadow->addNodeToShadowList(m_meshnode); - } } void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result) |