bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
+ bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
bool use_normal_texture = enable_shaders &&
(enable_bumpmapping || enable_parallax_occlusion);
f->tiledef_special[j].backface_culling, f->alpha, material_type);
}
- // Meshnode drawtype
- // Read the mesh and apply scale
if ((f->drawtype == NDT_MESH) && (f->mesh != "")) {
+ // Meshnode drawtype
+ // Read the mesh and apply scale
f->mesh_ptr[0] = gamedef->getMesh(f->mesh);
if (f->mesh_ptr[0]){
v3f scale = v3f(1.0, 1.0, 1.0) * BS * f->visual_scale;
scaleMesh(f->mesh_ptr[0], scale);
recalculateBoundingBox(f->mesh_ptr[0]);
}
- }
-
- //Convert regular nodebox nodes to meshnodes
- //Change the drawtype and apply scale
- else if ((f->drawtype == NDT_NODEBOX) &&
+ } else if ((f->drawtype == NDT_NODEBOX) &&
((f->node_box.type == NODEBOX_REGULAR) ||
(f->node_box.type == NODEBOX_FIXED)) &&
(!f->node_box.fixed.empty())) {
+ //Convert regular nodebox nodes to meshnodes
+ //Change the drawtype and apply scale
f->drawtype = NDT_MESH;
f->mesh_ptr[0] = convertNodeboxNodeToMesh(f);
v3f scale = v3f(1.0, 1.0, 1.0) * f->visual_scale;
recalculateBoundingBox(f->mesh_ptr[0]);
}
- //Cache 6dfacedir rotated clones of meshes
- if (f->mesh_ptr[0] && (f->param_type_2 == CPT2_FACEDIR)) {
+ //Cache 6dfacedir and wallmounted rotated clones of meshes
+ if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_FACEDIR)) {
for (u16 j = 1; j < 24; j++) {
f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
rotateMeshBy6dFacedir(f->mesh_ptr[j], j);
recalculateBoundingBox(f->mesh_ptr[j]);
- meshmanip->recalculateNormals(f->mesh_ptr[j], false, false);
+ meshmanip->recalculateNormals(f->mesh_ptr[j], true, false);
+ }
+ } else if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_WALLMOUNTED)) {
+ static const u8 wm_to_6d[6] = {20, 0, 16, 12, 8, 4};
+ for (u16 j = 1; j < 6; j++) {
+ f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
+ rotateMeshBy6dFacedir(f->mesh_ptr[j], wm_to_6d[j]);
+ recalculateBoundingBox(f->mesh_ptr[j]);
+ meshmanip->recalculateNormals(f->mesh_ptr[j], true, false);
}
+ rotateMeshBy6dFacedir(f->mesh_ptr[0], wm_to_6d[0]);
+ recalculateBoundingBox(f->mesh_ptr[0]);
+ meshmanip->recalculateNormals(f->mesh_ptr[0], true, false);
}
}
#endif
if (m_ndef->getId(n_wanted, *content))
return NR_STATUS_SUCCESS;
- if (n_alt == "")
+ if (n_alt == "" || !m_ndef->getId(n_alt, *content)) {
+ *content = c_fallback;
return NR_STATUS_FAILURE;
+ }
- return m_ndef->getId(n_alt, *content) ?
- NR_STATUS_SUCCESS : NR_STATUS_FAILURE;
+ return NR_STATUS_SUCCESS;
} else {
NodeResolveInfo *nfi = new NodeResolveInfo;
nfi->n_wanted = n_wanted;
"resolve '" << nri->n_wanted;
if (nri->n_alt != "")
errorstream << "' and '" << nri->n_alt;
- errorstream << "' to a content ID" << std::endl;
+ errorstream << "'" << std::endl;
}
delete nri;
m_ndef->getIds(name, idset);
for (it = idset.begin(); it != idset.end(); ++it)
output->push_back(*it);
+
+ if (idset.size() == 0) {
+ num_failed++;
+ errorstream << "NodeResolver::resolveNodes(): Failed to "
+ "resolve '" << name << "'" << std::endl;
+ }
}
//// Mark node registration as complete so future resolve