std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems
std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used
v3f wield_scale;
- std::string meshname; // name of internal mesh (or meshfile to use TBD)
- std::string meshtexture; // meshtexture
/*
Item stack and interaction properties
const ItemDefinition& def, INodeDefManager* nodedef,
ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const;
- void createMeshItemTexture(const std::string& name,
- const ItemDefinition& def, INodeDefManager* nodedef,
- ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const;
-
- void renderMeshToTexture(const ItemDefinition& def, scene::IMesh* mesh,
- ClientCached* cc, ITextureSource* tsrc) const;
-
ClientCached* createClientCachedDirect(const std::string &name,
IGameDef *gamedef) const;