]> git.lizzy.rs Git - minetest.git/blobdiff - src/clientmap.cpp
Use single box for halo mesh
[minetest.git] / src / clientmap.cpp
index b890e338b8fd47faff14c88862520c7539980e7f..024f2a266e2beb69a330de54b2ab5a3d0f180121 100644 (file)
@@ -81,7 +81,7 @@ ClientMap::~ClientMap()
 
 MapSector * ClientMap::emergeSector(v2s16 p2d)
 {
-       DSTACK(__FUNCTION_NAME);
+       DSTACK(FUNCTION_NAME);
        // Check that it doesn't exist already
        try{
                return getSectorNoGenerate(p2d);
@@ -157,12 +157,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
        }
        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.
@@ -228,7 +225,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
                u32 sector_blocks_drawn = 0;
 
                for(MapBlockVect::iterator i = sectorblocks.begin();
-                               i != sectorblocks.end(); i++)
+                               i != sectorblocks.end(); ++i)
                {
                        MapBlock *block = *i;
 
@@ -400,7 +397,7 @@ struct MeshBufListList
 
 void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
 {
-       DSTACK(__FUNCTION_NAME);
+       DSTACK(FUNCTION_NAME);
 
        bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
 
@@ -433,11 +430,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        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
@@ -799,11 +794,7 @@ void ClientMap::renderPostFx(CameraMode cam_mode)
        // 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.