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2015-08-20Remove use of engine sent texture tiling flags - theyre no longer neededRealBadAngel
2015-08-02src/wieldmesh.cpp: Fix mesh extrusion memory leakBřetislav Štec
2015-07-21Add wielded (and CAOs) shaderRealBadAngel
2015-05-08Fix typo in WieldMesh::setItem()kwolekr
2015-05-08Replace Wieldmesh::setItem assertion that could be triggered by the server ↵kwolekr
with an error
2015-05-04Add a check for animation when getting an extruded meshKevin Ott
Fixes issue #2667
2015-04-01Move globals from main.cpp to more sane locationsCraig Robbins
Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
2015-03-31Move texture_min_size even further down the pipe. Now, textures are ↵Aaron Suen
JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.
2015-03-07For usages of assert() that are meant to persist in Release builds (when ↵Craig Robbins
NDEBUG is defined), replace those usages with persistent alternatives
2015-03-05Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵Loic Blot
tile.hpp to src/client/
2015-02-11Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" ↵Craig Robbins
setting * Increase performance (client) * Avoid changing a global value to solve a local problem
2015-02-11Revert "Remove workaround in itemdef.cpp to enable/disable/enable ↵Craig Robbins
"enable_shaders" setting" This reverts commit d25ff8fd2592f457b91e8a61240694af3902d23f.
2015-02-11Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" ↵Craig Robbins
setting * Increase performance (client) * Avoid changing a global value to solve a local problem
2015-01-05Prevent client crashing if an NDT_AIRLIKE node is droppedCraig Robbins
The player dropping the node can either be themselves or another player (i.e. without this fix you can crash other people's clients) Thanks CWz for reporting the issue
2014-12-23Silence misc. warningskwolekr
2014-12-22Temporarily fix always bright wieldhand with shaders enabledkwolekr
2014-12-21Change TileSpec::frames to be std::vector not std::mapunknown
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-11-26Wield: always obey anisotropic_filter setting, not just for hi res texturesKahrl
2014-11-26EMF_USE_MIP_MAPS was introduced in Irrlicht 1.8, don't use in 1.7.3 or belowKahrl
This is not optimal as it will cause minor graphical glitches for Irrlicht 1.7 users, but at least it fixes the build.
2014-11-26Wieldmesh: don't force anisotropic filtering on, instead disable mipmapsKahrl
This should fix #1844. Thanks to oleastre for making the first version of this commit (#1848).
2014-11-13Wielded fixes. Add shaders support.RealBadAngel
2014-11-08Implement WieldMeshSceneNode which improves wield mesh renderingKahrl
- 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.