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authorLizzy Fleckenstein <eliasfleckenstein@web.de>2023-04-13 22:15:53 +0200
committerLizzy Fleckenstein <eliasfleckenstein@web.de>2023-04-13 22:30:10 +0200
commit5315f213613078cb2a24a998b27652fdab63ea83 (patch)
tree4ed744300f2caa69e63bde404cd67c4f4b3f43a9 /src/client/wieldmesh.h
parent68f81ace97db0d41b4a51876870c30cebec1338c (diff)
downloadminetest-5315f213613078cb2a24a998b27652fdab63ea83.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.h2
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);