Age | Commit message (Collapse) | Author |
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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
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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>
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* 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
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#12245
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Fixes #12245
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Pass correct natural & artificial light to the shaders
Use natural/artificial light ratio for correct rendering of shadows
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For example, dropped nodes and items.
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Co-authored-by: x2048 <codeforsmile@gmail.com>
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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)
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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)
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Fixes a regression that appeared in 5.3.0-dev.
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Update Android.mk
Remove 'src/client' from include_directories
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