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/mesh.h | 11 ----------- 1 file changed, 11 deletions(-) (limited to 'src/mesh.h') diff --git a/src/mesh.h b/src/mesh.h index 7539298cb..29f5ec76c 100644 --- a/src/mesh.h +++ b/src/mesh.h @@ -22,7 +22,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "irrlichttypes_extrabloated.h" #include "nodedef.h" -#include /* Create a new cube mesh. @@ -33,16 +32,6 @@ with this program; if not, write to the Free Software Foundation, Inc., */ scene::IAnimatedMesh* createCubeMesh(v3f scale); -/* - Create a new extruded mesh from a texture. - Maximum bounding box is (+-scale.X/2, +-scale.Y/2, +-scale.Z). - Thickness is in Z direction. - - The resulting mesh has 1 material which must be defined by the caller. -*/ -scene::IAnimatedMesh* createExtrudedMesh(video::ITexture *texture, - video::IVideoDriver *driver, v3f scale); - /* Multiplies each vertex coordinate by the specified scaling factors (componentwise vector multiplication). -- cgit v1.2.3