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/game.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/game.cpp') diff --git a/src/game.cpp b/src/game.cpp index 272abe783..fee45e31d 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -3656,7 +3656,7 @@ void Game::updateFrame(std::vector &highlight_boxes, if (mlist && (client->getPlayerItem() < mlist->getSize())) { ItemStack item = mlist->getItem(client->getPlayerItem()); - camera->wield(item, client->getPlayerItem()); + camera->wield(item); } runData->update_wielded_item_trigger = false; } -- cgit v1.2.3