class Client;
class ITextureSource;
struct ContentFeatures;
+class ShadowRenderer;
/*!
* Holds color information of an item mesh's buffer.
void setCube(const ContentFeatures &f, v3f wield_scale);
void setExtruded(const std::string &imagename, const std::string &overlay_image,
v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
- void setItem(const ItemStack &item, Client *client);
+ void setItem(const ItemStack &item, Client *client,
+ bool check_wield_image = true);
// Sets the vertex color of the wield mesh.
// Must only be used if the constructor was called with lighting = false
void setColor(video::SColor color);
+ void setNodeLightColor(video::SColor color);
+
scene::IMesh *getMesh() { return m_meshnode->getMesh(); }
virtual void render();
// so this variable is just required so we can implement
// getBoundingBox() and is set to an empty box.
aabb3f m_bounding_box;
+
+ ShadowRenderer *m_shadow;
};
void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);