g_settings->getBool("enable_shaders") &&
g_settings->getBool("enable_waving_water");
+ static thread_local const bool force_not_tiling =
+ g_settings->getBool("enable_dynamic_shadows");
+
v3s16 p = startpos;
u16 continuous_tiles_count = 1;
waving,
next_tile);
- if (next_makes_face == makes_face
+ if (!force_not_tiling
+ && next_makes_face == makes_face
&& next_p_corrected == p_corrected + translate_dir
&& next_face_dir_corrected == face_dir_corrected
&& memcmp(next_lights, lights, sizeof(lights)) == 0
*/
{
- MapblockMeshGenerator generator(data, &collector);
- generator.generate();
+ MapblockMeshGenerator(data, &collector,
+ data->m_client->getSceneManager()->getMeshManipulator()).generate();
}
/*