From 36af9bb027ed6846227282587e3414ea3d30f6c5 Mon Sep 17 00:00:00 2001 From: Kahrl Date: Wed, 21 Sep 2011 01:42:52 +0200 Subject: Create a separate scene manager for the wielded tool. This fixes the glitchyness in large map coordinates and some depth buffer problems. (The tool doesn't bob anymore when walking, this will be fixed later.) Fix MSVC build (thanks to dannydark). --- src/camera.h | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) (limited to 'src/camera.h') diff --git a/src/camera.h b/src/camera.h index 026f92874..fbee4a378 100644 --- a/src/camera.h +++ b/src/camera.h @@ -63,12 +63,6 @@ public: return m_cameranode; } - // Get wielded item scene node. - inline ExtrudedSpriteSceneNode* getWieldNode() const - { - return m_wieldnode; - } - // Get the camera position (in absolute scene coordinates). // This has view bobbing applied. inline v3f getPosition() const @@ -124,12 +118,19 @@ public: // Pass 0 for left click, 1 for right click void setDigging(s32 button); + // Draw the wielded tool. + // This has to happen *after* the main scene is drawn. + // Warning: This clears the Z buffer. + void drawWieldedTool(); + private: // Scene manager and nodes scene::ISceneManager* m_smgr; scene::ISceneNode* m_playernode; scene::ISceneNode* m_headnode; scene::ICameraSceneNode* m_cameranode; + + scene::ISceneManager* m_wieldmgr; ExtrudedSpriteSceneNode* m_wieldnode; // draw control -- cgit v1.2.3