MapSector * ClientMap::emergeSector(v2s16 p2d)
{
- DSTACK(__FUNCTION_NAME);
+ DSTACK(FUNCTION_NAME);
// Check that it doesn't exist already
try{
return getSectorNoGenerate(p2d);
}
m_drawlist.clear();
- m_camera_mutex.lock();
v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction;
f32 camera_fov = m_camera_fov;
- //v3s16 camera_offset = m_camera_offset;
- m_camera_mutex.unlock();
// Use a higher fov to accomodate faster camera movements.
// Blocks are cropped better when they are drawn.
u32 sector_blocks_drawn = 0;
for(MapBlockVect::iterator i = sectorblocks.begin();
- i != sectorblocks.end(); i++)
+ i != sectorblocks.end(); ++i)
{
MapBlock *block = *i;
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
- DSTACK(__FUNCTION_NAME);
+ DSTACK(FUNCTION_NAME);
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
int crack = m_client->getCrackLevel();
u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
- m_camera_mutex.lock();
v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction;
f32 camera_fov = m_camera_fov;
- m_camera_mutex.unlock();
/*
Get all blocks and draw all visible ones
// Sadly ISceneManager has no "post effects" render pass, in that case we
// could just register for that and handle it in renderMap().
- m_camera_mutex.lock();
- v3f camera_position = m_camera_position;
- m_camera_mutex.unlock();
-
- MapNode n = getNodeNoEx(floatToInt(camera_position, BS));
+ MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
// - If the player is in a solid node, make everything black.
// - If the player is in liquid, draw a semi-transparent overlay.