/*
Convert MeshCollector to SMesh
*/
+ bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
- bool enable_shaders = g_settings->getBool("enable_shaders");
- video::E_MATERIAL_TYPE shadermat1 = m_gamedef->getShaderSource()->
- getShader("test_shader_1").material;
- video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()->
- getShader("test_shader_2").material;
- video::E_MATERIAL_TYPE shadermat3 = m_gamedef->getShaderSource()->
- getShader("test_shader_3").material;
- video::E_MATERIAL_TYPE bumpmaps1 = m_gamedef->getShaderSource()->
- getShader("bumpmaps_solids").material;
- video::E_MATERIAL_TYPE bumpmaps2 = m_gamedef->getShaderSource()->
- getShader("bumpmaps_liquids").material;
+
+ video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3, bumpmaps1, bumpmaps2;
+ shadermat1 = shadermat2 = shadermat3 = bumpmaps1 = bumpmaps2 = video::EMT_SOLID;
+
+ if (enable_shaders) {
+ IShaderSource *shdrsrc = m_gamedef->getShaderSource();
+ shadermat1 = shdrsrc->getShader("test_shader_1").material;
+ shadermat2 = shdrsrc->getShader("test_shader_2").material;
+ shadermat3 = shdrsrc->getShader("test_shader_3").material;
+ if (enable_bumpmapping) {
+ bumpmaps1 = shdrsrc->getShader("bumpmaps_solids").material;
+ bumpmaps2 = shdrsrc->getShader("bumpmaps_liquids").material;
+ }
+ }
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
- bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
+ bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
if(!m_has_animation)