class Client;
class ITextureSource;
struct ContentFeatures;
+class ShadowRenderer;
/*!
* Holds color information of an item mesh's buffer.
// 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);