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authorKahrl <kahrl@gmx.net>2014-11-02 03:47:43 +0100
committerKahrl <kahrl@gmx.net>2014-11-08 23:11:57 +0100
commit9b551d5cbcaf71a8c39bbf7e886290649aed4799 (patch)
tree8eb68e4c9a7a006ec6c406da4760403c6748848e /src/test.cpp
parentcc8d7b86404f2830bcf09d04468e8041db276b98 (diff)
downloadminetest-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.cpp10
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);
}
};