MeshMakeData mesh_make_data(gamedef);
MapNode mesh_make_node(id, param1, 0);
mesh_make_data.fillSingleNode(&mesh_make_node);
- MapBlockMesh mapblock_mesh(&mesh_make_data);
+ MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
scene::IMesh *node_mesh = mapblock_mesh.getMesh();
assert(node_mesh);
video::SColor c(255, 255, 255, 255);
void processQueue(IGameDef *gamedef)
{
#ifndef SERVER
+ //NOTE this is only thread safe for ONE consumer thread!
while(!m_get_clientcached_queue.empty())
{
GetRequest<std::string, ClientCached*, u8, u8>