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path: root/src/client/wieldmesh.cpp
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2023-04-13Enable stencil shadowsstencil_shadowsLizzy Fleckenstein
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
2023-01-318x block meshes (#13133)x2048
Reduce the number of drawcalls by generating a mesh per 8 blocks (2x2x2). Only blocks with even coordinates (lowest bit set to 0) will get a mesh. Note: This also removes the old 'loops' algorithm for building the draw list, because it produces visual artifacts and cannot be made compatible with the approach of having a mesh for every 8th block without hurting performance. Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Lars <larsh@apache.org> Co-authored-by: sfan5 <sfan5@live.de>
2022-10-26Shadow list improvements (#12898)x2048
* 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
2022-09-18Client map: do frustum culling via planes (#12710)DS
2022-07-09Release shadow mapping resources when not needed (#12497)x2048
2022-05-15Initialize wield mesh color when wield_image is setDmitry Kostenko
#12245
2022-05-01Initialize wield mesh colors when changing item. (#12254)x2048
Fixes #12245
2022-03-07Improve lighting of entities.Dmitry Kostenko
Pass correct natural & artificial light to the shaders Use natural/artificial light ratio for correct rendering of shadows
2022-03-07Apply shadow texture to wield-based entitiesDmitry Kostenko
For example, dropped nodes and items.
2021-10-20Add no_texture.png as fallback for unspecified texturesWuzzy
2021-08-12Fix segfault caused by shadow map on exitSmallJoker
2021-06-06Shadow mapping render pass (#11244)Liso
Co-authored-by: x2048 <codeforsmile@gmail.com>
2021-05-03refacto: RenderingEngine::get_scene_manager() is now not callable from singletonLoic Blot
This permits to make evidence that we have some bad object passing on various code parts. I fixed majority of them to reduce the scope of passed objects Unfortunately, for some edge cases i should have to expose ISceneManager from client, this should be fixed in the future when our POO will be cleaner client side (we have a mix of rendering and processing in majority of the client objects, it works but it's not clean)
2021-04-20Put torch/signlike node on floor if no paramtype2 (#11074)Wuzzy
2021-03-31Irrlicht support code maintenancesfan5
2021-03-30Fix wield image of plantlike_rooted (#11067)Wuzzy
2021-03-09Use place_param2 client-side for item appearance & prediction (#11024)sfan5
2020-10-17Remove all bump mapping and parallax occlusion related code.Lars
2020-09-04Scale inventory image for scaled allfaces nodes (#10225)Wuzzy
The inventory image size of the inventory image of nodes with drawtype allfaces (and related) is scaled as well if visual_scale is set (previously, the inventory image size was always the same)
2020-07-23Improve default inventory+wield images of node drawtypes (#9299)Wuzzy
2020-06-09Fix broken coloring of wielditems (#9969)Danila Shutov
Fixes a regression that appeared in 5.3.0-dev.
2020-04-19Reuse object_shader for "wielditem" and "item" entity drawtypes (#9537)Danila Shutov
2018-12-20Fix more transparency issues with ogles2 driver (#8005)stujones11
2018-12-11Add object visual type 'item' (#7870)Alex
2018-11-28Move client-specific files to 'src/client' (#7902)Quentin Bazin
Update Android.mk Remove 'src/client' from include_directories