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author | Lizzy Fleckenstein <eliasfleckenstein@web.de> | 2023-04-13 22:15:53 +0200 |
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committer | Lizzy Fleckenstein <eliasfleckenstein@web.de> | 2023-04-13 22:30:10 +0200 |
commit | 5315f213613078cb2a24a998b27652fdab63ea83 (patch) | |
tree | 4ed744300f2caa69e63bde404cd67c4f4b3f43a9 /src/client/wieldmesh.h | |
parent | 68f81ace97db0d41b4a51876870c30cebec1338c (diff) | |
download | minetest-stencil_shadows.tar.xz |
Enable stencil shadowsstencil_shadows
Needs https://github.com/LizzyFleckenstein03/irrlicht to compile.
TODO:
- make lighting directional (figure out z-fighting issues)
- set light angle to sun angle
- add dynamic lights for torches (use light manager?)
- shadow map terrain
- finally get some sleep
Diffstat (limited to 'src/client/wieldmesh.h')
-rw-r--r-- | src/client/wieldmesh.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/client/wieldmesh.h b/src/client/wieldmesh.h index d1eeb64f5..8a3d6d9c2 100644 --- a/src/client/wieldmesh.h +++ b/src/client/wieldmesh.h @@ -75,7 +75,7 @@ struct ItemMesh class WieldMeshSceneNode : public scene::ISceneNode { public: - WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id = -1, bool lighting = false); + WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id = -1, bool lighting = true); virtual ~WieldMeshSceneNode(); void setCube(const ContentFeatures &f, v3f wield_scale); |