#include <node_visuals.h>
◆ ~NodeVisuals()
| NodeVisuals::~NodeVisuals |
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| ) |
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◆ NodeVisuals()
◆ collectMaterials()
| void NodeVisuals::collectMaterials |
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std::vector< u32 > & | leaves_materials | ) |
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private |
◆ DISABLE_CLASS_COPY()
◆ fillNodeVisuals()
| void NodeVisuals::fillNodeVisuals |
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NodeDefManager * | ndef, |
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Client * | client, |
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void * | progress_callback_args ) |
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static |
Creates NodeVisuals for every content feature in the passed NodeDefManager.
- Parameters
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References NodeVisuals(), PreLoadedTextures::add(), ITextureSource::addArrayTexture(), NodeDefManager::applyFunction(), f, getArrayTextureMax(), ITextureSource::getTextureDimensions(), idx, infostream, PreLoadedTextures::printStats(), TextureSettings::readSettings(), ITextureSource::setImageCaching(), NodeDefManager::size(), SORT_AND_UNIQUE, PreLoadedTexture::texture, PreLoadedTexture::texture_id, PreLoadedTexture::texture_layer_idx, and verbosestream.
Referenced by Client::afterContentReceived().
◆ getColor()
| void NodeVisuals::getColor |
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u8 | param2, |
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video::SColor * | color ) const |
◆ preUpdateTextures()
References TileDef::animation, CF_SPECIAL_COUNT, ContentFeatures::drawtype, f, ITextureSource::FILTER_FOR_MESH, LEAVES_OPAQUE, LEAVES_SIMPLE, TextureSettings::leaves_style, TileDef::name, NDT_ALLFACES_OPTIONAL, ITextureSource::needFilterForMesh(), TAT_NONE, ContentFeatures::tiledef, ContentFeatures::tiledef_overlay, ContentFeatures::tiledef_special, and TileAnimationParams::type.
◆ updateMesh()
References BS, checkMeshNormals(), cloneStaticMesh(), ContentFeatures::drawtype, f, infostream, ContentFeatures::mesh, mesh_ptr, NDT_MESH, recalculateBoundingBox(), scaleMesh(), and ContentFeatures::visual_scale.
◆ updateTextures()
References ContentFeatures::alpha, alpha_mode_to_material_type(), ALPHAMODE_CLIP, ALPHAMODE_OPAQUE, TileDef::backface_culling, CF_SPECIAL_COUNT, ContentFeatures::color, TextureSettings::connected_glass, CPT2_COLOR, CPT2_COLORED_4DIR, CPT2_COLORED_DEGROTATE, CPT2_COLORED_FACEDIR, CPT2_COLORED_WALLMOUNTED, ContentFeatures::drawtype, TileLayer::empty(), TextureSettings::enable_minimap, f, fillTileAttribs(), ITextureSource::getPalette(), IShaderSource::getShader(), ITextureSource::getTextureAverageColor(), isWorldAligned(), TileSpec::layers, LEAVES_FANCY, LEAVES_SIMPLE, TextureSettings::leaves_style, material_type_with_alpha(), minimap_color, TileDef::name, NDT_AIRLIKE, NDT_ALLFACES, NDT_ALLFACES_OPTIONAL, NDT_FENCELIKE, NDT_FIRELIKE, NDT_FLOWINGLIQUID, NDT_GLASSLIKE, NDT_GLASSLIKE_FRAMED, NDT_GLASSLIKE_FRAMED_OPTIONAL, NDT_LIQUID, NDT_MESH, NDT_NODEBOX, NDT_NORMAL, NDT_PLANTLIKE, NDT_PLANTLIKE_ROOTED, NDT_RAILLIKE, NDT_SIGNLIKE, NDT_TORCHLIKE, TileLayer::need_polygon_offset, palette, ContentFeatures::palette_name, ContentFeatures::param_type_2, solidness, special_tiles, TILE_MATERIAL_LIQUID_OPAQUE, TILE_MATERIAL_LIQUID_TRANSPARENT, TILE_MATERIAL_WAVING_LEAVES, TILE_MATERIAL_WAVING_LIQUID_BASIC, TILE_MATERIAL_WAVING_LIQUID_OPAQUE, TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT, TILE_MATERIAL_WAVING_PLANTS, ContentFeatures::tiledef, ContentFeatures::tiledef_overlay, ContentFeatures::tiledef_special, tiles, TextureSettings::translucent_liquids, visual_solidness, ContentFeatures::waving, TileSpec::world_aligned, and TextureSettings::world_aligned_mode.
◆ DummyGameDef
◆ backface_culling
| bool NodeVisuals::backface_culling = true |
◆ mesh_ptr
| scene::SMesh* NodeVisuals::mesh_ptr = nullptr |
◆ minimap_color
| video::SColor NodeVisuals::minimap_color |
◆ palette
| std::vector<video::SColor>* NodeVisuals::palette = nullptr |
◆ solidness
| u8 NodeVisuals::solidness = 2 |
◆ special_tiles
◆ tiles
◆ visual_solidness
| u8 NodeVisuals::visual_solidness = 0 |
The documentation for this struct was generated from the following files: