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author | Kahrl <kahrl@gmx.net> | 2014-11-02 03:47:43 +0100 |
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committer | Kahrl <kahrl@gmx.net> | 2014-11-08 23:11:57 +0100 |
commit | 9b551d5cbcaf71a8c39bbf7e886290649aed4799 (patch) | |
tree | 8eb68e4c9a7a006ec6c406da4760403c6748848e /src/test.cpp | |
parent | cc8d7b86404f2830bcf09d04468e8041db276b98 (diff) | |
download | minetest-9b551d5cbcaf71a8c39bbf7e886290649aed4799.tar.xz |
Implement WieldMeshSceneNode which improves wield mesh rendering
- Don't create and cache an extruded mesh for every (non-node) item.
Instead use a single one per image resolution.
- For cubic nodes reuse a single wield mesh too
- Improve lighting of the wielded item
- Increase far value of wield mesh scene camera, fixes #1770
- Also includes some minor refactorings of Camera and GenericCAO.
Diffstat (limited to 'src/test.cpp')
-rw-r--r-- | src/test.cpp | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/src/test.cpp b/src/test.cpp index cd353c0ea..6cd7983fc 100644 --- a/src/test.cpp +++ b/src/test.cpp @@ -199,6 +199,16 @@ struct TestUtilities: public TestBase UASSERT(is_number("123") == true); UASSERT(is_number("") == false); UASSERT(is_number("123a") == false); + UASSERT(is_power_of_two(0) == false); + UASSERT(is_power_of_two(1) == true); + UASSERT(is_power_of_two(2) == true); + UASSERT(is_power_of_two(3) == false); + for (int exponent = 2; exponent <= 31; ++exponent) { + UASSERT(is_power_of_two((1 << exponent) - 1) == false); + UASSERT(is_power_of_two((1 << exponent)) == true); + UASSERT(is_power_of_two((1 << exponent) + 1) == false); + } + UASSERT(is_power_of_two((u32)-1) == false); } }; |