content_t id = nodedef->getId(def->name);
const ContentFeatures &f = nodedef->get(id);
+ u8 param1 = 0;
+ if(f.param_type == CPT_LIGHT)
+ param1 = 0xee;
+
/*
Make a mesh from the node
*/
- MeshMakeData mesh_make_data;
- MapNode mesh_make_node(
- id,
- (f.param_type == CPT_LIGHT) ? 0xee : 0,
- 0);
- mesh_make_data.fillSingleNode(1000, &mesh_make_node);
- scene::IMesh *node_mesh =
- makeMapBlockMesh(&mesh_make_data, gamedef);
+ 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);
+
+ scene::IMesh *node_mesh = mapblock_mesh.getMesh();
+ assert(node_mesh);
setMeshColor(node_mesh, video::SColor(255, 255, 255, 255));
/*
/*
Draw node mesh into a render target texture
*/
- if(def->inventory_texture == NULL && node_mesh != NULL)
+ if(def->inventory_texture == NULL)
{
core::dimension2d<u32> dim(64,64);
std::string rtt_texture_name = "INVENTORY_"
/*
Use the node mesh as the wield mesh
*/
- if(def->wield_mesh == NULL && node_mesh != NULL)
+ if(def->wield_mesh == NULL)
{
// Scale to proper wield mesh proportions
scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
def->wield_mesh->grab();
}
-
- if(node_mesh != NULL)
- node_mesh->drop();
+ // falling outside of here deletes node_mesh
}
}
#endif