Client *m_client;
bool m_use_shaders;
- bool m_use_tangent_vertices;
- MeshMakeData(Client *client, bool use_shaders,
- bool use_tangent_vertices = false);
+ MeshMakeData(Client *client, bool use_shaders);
/*
Copy block data manually (to allow optimizations by the caller)
*/
void fill(MapBlock *block);
- /*
- Set up with only a single node at (1,1,1)
- */
- void fillSingleNode(MapNode *node);
-
/*
Set the (node) position of a crack
*/
IShaderSource *m_shdrsrc;
bool m_enable_shaders;
- bool m_use_tangent_vertices;
bool m_enable_vbo;
// Must animate() be called before rendering?
// of sunlit vertices
// Keys are pairs of (mesh index, buffer index in the mesh)
std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
-
- // Camera offset info -> do we have to translate the mesh?
- v3s16 m_camera_offset;
};
/*!