From 9b551d5cbcaf71a8c39bbf7e886290649aed4799 Mon Sep 17 00:00:00 2001 From: Kahrl Date: Sun, 2 Nov 2014 03:47:43 +0100 Subject: 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. --- src/clientobject.h | 3 +++ 1 file changed, 3 insertions(+) (limited to 'src/clientobject.h') diff --git a/src/clientobject.h b/src/clientobject.h index cae551abc..24150628e 100644 --- a/src/clientobject.h +++ b/src/clientobject.h @@ -41,6 +41,7 @@ class ITextureSource; class IGameDef; class LocalPlayer; struct ItemStack; +class WieldMeshSceneNode; class ClientActiveObject : public ActiveObject { @@ -58,8 +59,10 @@ public: virtual bool getCollisionBox(aabb3f *toset){return false;} virtual bool collideWithObjects(){return false;} virtual v3f getPosition(){return v3f(0,0,0);} + virtual scene::ISceneNode *getSceneNode(){return NULL;} virtual scene::IMeshSceneNode *getMeshSceneNode(){return NULL;} virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(){return NULL;} + virtual WieldMeshSceneNode *getWieldMeshSceneNode(){return NULL;} virtual scene::IBillboardSceneNode *getSpriteSceneNode(){return NULL;} virtual bool isPlayer() const {return false;} virtual bool isLocalPlayer() const {return false;} -- cgit v1.2.3