]> git.lizzy.rs Git - minetest.git/blobdiff - src/wieldmesh.cpp
Add '@n' escape sequences and some documentation on translated strings.
[minetest.git] / src / wieldmesh.cpp
index 7736ec2a251169165608d89626d78e3658d24501..0394cc9eadd1e8761af042049ccb3ef3343342f5 100644 (file)
@@ -17,8 +17,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
-#include "settings.h"
 #include "wieldmesh.h"
+#include "settings.h"
+#include "shader.h"
 #include "inventory.h"
 #include "client.h"
 #include "itemdef.h"
@@ -145,10 +146,8 @@ class ExtrusionMeshCache: public IReferenceCounted
        // Destructor
        virtual ~ExtrusionMeshCache()
        {
-               for (std::map<int, scene::IMesh*>::iterator
-                               it = m_extrusion_meshes.begin();
-                               it != m_extrusion_meshes.end(); ++it) {
-                       it->second->drop();
+               for (auto &extrusion_meshe : m_extrusion_meshes) {
+                       extrusion_meshe.second->drop();
                }
                m_cube->drop();
        }
@@ -192,17 +191,10 @@ class ExtrusionMeshCache: public IReferenceCounted
 ExtrusionMeshCache *g_extrusion_mesh_cache = NULL;
 
 
-WieldMeshSceneNode::WieldMeshSceneNode(
-               scene::ISceneNode *parent,
-               scene::ISceneManager *mgr,
-               s32 id,
-               bool lighting
-):
-       scene::ISceneNode(parent, mgr, id),
-       m_meshnode(NULL),
+WieldMeshSceneNode::WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id, bool lighting):
+       scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
        m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
-       m_lighting(lighting),
-       m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
+       m_lighting(lighting)
 {
        m_enable_shaders = g_settings->getBool("enable_shaders");
        m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
@@ -211,7 +203,7 @@ WieldMeshSceneNode::WieldMeshSceneNode(
 
        // If this is the first wield mesh scene node, create a cache
        // for extrusion meshes (and a cube mesh), otherwise reuse it
-       if (g_extrusion_mesh_cache == NULL)
+       if (!g_extrusion_mesh_cache)
                g_extrusion_mesh_cache = new ExtrusionMeshCache();
        else
                g_extrusion_mesh_cache->grab();
@@ -232,11 +224,11 @@ WieldMeshSceneNode::~WieldMeshSceneNode()
 {
        sanity_check(g_extrusion_mesh_cache);
        if (g_extrusion_mesh_cache->drop())
-               g_extrusion_mesh_cache = NULL;
+               g_extrusion_mesh_cache = nullptr;
 }
 
 void WieldMeshSceneNode::setCube(const ContentFeatures &f,
-                       v3f wield_scale, ITextureSource *tsrc)
+                       v3f wield_scale)
 {
        scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
        scene::SMesh *copy = cloneMesh(cubemesh);
@@ -248,13 +240,16 @@ void WieldMeshSceneNode::setCube(const ContentFeatures &f,
 }
 
 void WieldMeshSceneNode::setExtruded(const std::string &imagename,
-               v3f wield_scale, ITextureSource *tsrc, u8 num_frames)
+       const std::string &overlay_name, v3f wield_scale, ITextureSource *tsrc,
+       u8 num_frames)
 {
        video::ITexture *texture = tsrc->getTexture(imagename);
        if (!texture) {
-               changeToMesh(NULL);
+               changeToMesh(nullptr);
                return;
        }
+       video::ITexture *overlay_texture =
+               overlay_name.empty() ? NULL : tsrc->getTexture(overlay_name);
 
        core::dimension2d<u32> dim = texture->getSize();
        // Detect animation texture and pull off top frame instead of using entire thing
@@ -262,36 +257,46 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
                u32 frame_height = dim.Height / num_frames;
                dim = core::dimension2d<u32>(dim.Width, frame_height);
        }
-       scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
-       scene::SMesh *copy = cloneMesh(mesh);
+       scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
+       scene::SMesh *mesh = cloneMesh(original);
+       original->drop();
+       //set texture
+       mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
+               tsrc->getTexture(imagename));
+       if (overlay_texture) {
+               scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
+               copy->getMaterial().setTexture(0, overlay_texture);
+               mesh->addMeshBuffer(copy);
+               copy->drop();
+       }
+       changeToMesh(mesh);
        mesh->drop();
-       changeToMesh(copy);
-       copy->drop();
 
        m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
 
-       // Customize material
-       video::SMaterial &material = m_meshnode->getMaterial(0);
-       material.setTexture(0, tsrc->getTextureForMesh(imagename));
-       material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
-       material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
-       material.MaterialType = m_material_type;
-       material.setFlag(video::EMF_BACK_FACE_CULLING, true);
-       // Enable bi/trilinear filtering only for high resolution textures
-       if (dim.Width > 32) {
-               material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
-               material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
-       } else {
-               material.setFlag(video::EMF_BILINEAR_FILTER, false);
-               material.setFlag(video::EMF_TRILINEAR_FILTER, false);
-       }
-       material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
-       // mipmaps cause "thin black line" artifacts
+       // Customize materials
+       for (u32 layer = 0; layer < m_meshnode->getMaterialCount(); layer++) {
+               video::SMaterial &material = m_meshnode->getMaterial(layer);
+               material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
+               material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
+               material.MaterialType = m_material_type;
+               material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+               // Enable bi/trilinear filtering only for high resolution textures
+               if (dim.Width > 32) {
+                       material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
+                       material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
+               } else {
+                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material.setFlag(video::EMF_TRILINEAR_FILTER, false);
+               }
+               material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
+               // mipmaps cause "thin black line" artifacts
 #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
-       material.setFlag(video::EMF_USE_MIP_MAPS, false);
+               material.setFlag(video::EMF_USE_MIP_MAPS, false);
 #endif
-       if (m_enable_shaders) {
-               material.setTexture(2, tsrc->getShaderFlagsTexture(false));
+               if (m_enable_shaders) {
+                       material.setTexture(2, tsrc->getShaderFlagsTexture(false));
+               }
        }
 }
 
@@ -315,14 +320,18 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
        m_base_color = idef->getItemstackColor(item, client);
 
        // If wield_image is defined, it overrides everything else
-       if (def.wield_image != "") {
-               setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
-               m_colors.push_back(ItemPartColor());
+       if (!def.wield_image.empty()) {
+               setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
+                       1);
+               m_colors.emplace_back();
+               // overlay is white, if present
+               m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
                return;
        }
+
        // Handle nodes
        // See also CItemDefManager::createClientCached()
-       else if (def.type == ITEM_NODE) {
+       if (def.type == ITEM_NODE) {
                if (f.mesh_ptr[0]) {
                        // e.g. mesh nodes and nodeboxes
                        scene::SMesh *mesh = cloneMesh(f.mesh_ptr[0]);
@@ -334,28 +343,54 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
                        m_meshnode->setScale(
                                        def.wield_scale * WIELD_SCALE_FACTOR
                                        / (BS * f.visual_scale));
-               } else if (f.drawtype == NDT_AIRLIKE) {
-                       changeToMesh(NULL);
-               } else if (f.drawtype == NDT_PLANTLIKE) {
-                       setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
-                               def.wield_scale, tsrc,
-                               f.tiles[0].layers[0].animation_frame_count);
-               } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
-                       setCube(f, def.wield_scale, tsrc);
                } else {
-                       MeshMakeData mesh_make_data(client, false);
-                       MapNode mesh_make_node(id, 255, 0);
-                       mesh_make_data.fillSingleNode(&mesh_make_node);
-                       MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
-                       scene::SMesh *mesh = cloneMesh(mapblock_mesh.getMesh());
-                       translateMesh(mesh, v3f(-BS, -BS, -BS));
-                       postProcessNodeMesh(mesh, f, m_enable_shaders, true,
-                               &m_material_type, &m_colors);
-                       changeToMesh(mesh);
-                       mesh->drop();
-                       m_meshnode->setScale(
-                                       def.wield_scale * WIELD_SCALE_FACTOR
-                                       / (BS * f.visual_scale));
+                       switch (f.drawtype) {
+                               case NDT_AIRLIKE: {
+                                       changeToMesh(nullptr);
+                                       break;
+                               }
+                               case NDT_PLANTLIKE: {
+                                       setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
+                                               tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
+                                               def.wield_scale, tsrc,
+                                               f.tiles[0].layers[0].animation_frame_count);
+                                       // Add color
+                                       const TileLayer &l0 = f.tiles[0].layers[0];
+                                       m_colors.emplace_back(l0.has_color, l0.color);
+                                       const TileLayer &l1 = f.tiles[0].layers[1];
+                                       m_colors.emplace_back(l1.has_color, l1.color);
+                                       break;
+                               }
+                               case NDT_PLANTLIKE_ROOTED: {
+                                       setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
+                                               "", def.wield_scale, tsrc,
+                                               f.special_tiles[0].layers[0].animation_frame_count);
+                                       // Add color
+                                       const TileLayer &l0 = f.special_tiles[0].layers[0];
+                                       m_colors.emplace_back(l0.has_color, l0.color);
+                                       break;
+                               }
+                               case NDT_NORMAL:
+                               case NDT_ALLFACES: {
+                                       setCube(f, def.wield_scale);
+                                       break;
+                               }
+                               default: {
+                                       MeshMakeData mesh_make_data(client, false);
+                                       MapNode mesh_make_node(id, 255, 0);
+                                       mesh_make_data.fillSingleNode(&mesh_make_node);
+                                       MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
+                                       scene::SMesh *mesh = cloneMesh(mapblock_mesh.getMesh());
+                                       translateMesh(mesh, v3f(-BS, -BS, -BS));
+                                       postProcessNodeMesh(mesh, f, m_enable_shaders, true,
+                                               &m_material_type, &m_colors);
+                                       changeToMesh(mesh);
+                                       mesh->drop();
+                                       m_meshnode->setScale(
+                                                       def.wield_scale * WIELD_SCALE_FACTOR
+                                                       / (BS * f.visual_scale));
+                               }
+                       }
                }
                u32 material_count = m_meshnode->getMaterialCount();
                for (u32 i = 0; i < material_count; ++i) {
@@ -366,21 +401,24 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
                }
                return;
        }
-       else if (def.inventory_image != "") {
-               setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
-               m_colors.push_back(ItemPartColor());
+       else if (!def.inventory_image.empty()) {
+               setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
+                       tsrc, 1);
+               m_colors.emplace_back();
+               // overlay is white, if present
+               m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
                return;
        }
 
        // no wield mesh found
-       changeToMesh(NULL);
+       changeToMesh(nullptr);
 }
 
 void WieldMeshSceneNode::setColor(video::SColor c)
 {
        assert(!m_lighting);
-       scene::IMesh *mesh=m_meshnode->getMesh();
-       if (mesh == NULL)
+       scene::IMesh *mesh = m_meshnode->getMesh();
+       if (!mesh)
                return;
 
        u8 red = c.getRed();
@@ -408,7 +446,7 @@ void WieldMeshSceneNode::render()
 
 void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
 {
-       if (mesh == NULL) {
+       if (!mesh) {
                scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
                m_meshnode->setVisible(false);
                m_meshnode->setMesh(dummymesh);
@@ -438,50 +476,86 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
                g_extrusion_mesh_cache->grab();
        }
 
-       scene::SMesh *mesh = NULL;
+       scene::SMesh *mesh = nullptr;
 
        // Shading is on by default
        result->needs_shading = true;
 
        // If inventory_image is defined, it overrides everything else
-       if (def.inventory_image != "") {
-               mesh = getExtrudedMesh(tsrc, def.inventory_image);
-               result->buffer_colors.push_back(ItemPartColor());
+       if (!def.inventory_image.empty()) {
+               mesh = getExtrudedMesh(tsrc, def.inventory_image,
+                       def.inventory_overlay);
+               result->buffer_colors.emplace_back();
+               // overlay is white, if present
+               result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
                // Items with inventory images do not need shading
                result->needs_shading = false;
        } else if (def.type == ITEM_NODE) {
                if (f.mesh_ptr[0]) {
                        mesh = cloneMesh(f.mesh_ptr[0]);
                        scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
-               } else if (f.drawtype == NDT_PLANTLIKE) {
-                       mesh = getExtrudedMesh(tsrc,
-                               tsrc->getTextureName(f.tiles[0].layers[0].texture_id));
-               } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES
-                       || f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) {
-                       scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
-                       mesh = cloneMesh(cube);
-                       cube->drop();
-                       scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
+                       postProcessNodeMesh(mesh, f, false, false, nullptr,
+                               &result->buffer_colors);
                } else {
-                       MeshMakeData mesh_make_data(client, false);
-                       MapNode mesh_make_node(id, 255, 0);
-                       mesh_make_data.fillSingleNode(&mesh_make_node);
-                       MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
-                       mesh = cloneMesh(mapblock_mesh.getMesh());
-                       translateMesh(mesh, v3f(-BS, -BS, -BS));
-                       scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
-
-                       u32 mc = mesh->getMeshBufferCount();
-                       for (u32 i = 0; i < mc; ++i) {
-                               video::SMaterial &material1 =
-                                       mesh->getMeshBuffer(i)->getMaterial();
-                               video::SMaterial &material2 =
-                                       mapblock_mesh.getMesh()->getMeshBuffer(i)->getMaterial();
-                               material1.setTexture(0, material2.getTexture(0));
-                               material1.setTexture(1, material2.getTexture(1));
-                               material1.setTexture(2, material2.getTexture(2));
-                               material1.setTexture(3, material2.getTexture(3));
-                               material1.MaterialType = material2.MaterialType;
+                       switch (f.drawtype) {
+                               case NDT_PLANTLIKE: {
+                                       mesh = getExtrudedMesh(tsrc,
+                                               tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
+                                               tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
+                                       // Add color
+                                       const TileLayer &l0 = f.tiles[0].layers[0];
+                                       result->buffer_colors.emplace_back(l0.has_color, l0.color);
+                                       const TileLayer &l1 = f.tiles[0].layers[1];
+                                       result->buffer_colors.emplace_back(l1.has_color, l1.color);
+                                       break;
+                               }
+                               case NDT_PLANTLIKE_ROOTED: {
+                                       mesh = getExtrudedMesh(tsrc,
+                                               tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
+                                       // Add color
+                                       const TileLayer &l0 = f.special_tiles[0].layers[0];
+                                       result->buffer_colors.emplace_back(l0.has_color, l0.color);
+                                       break;
+                               }
+                               case NDT_NORMAL:
+                               case NDT_ALLFACES:
+                               case NDT_LIQUID:
+                               case NDT_FLOWINGLIQUID: {
+                                       scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
+                                       mesh = cloneMesh(cube);
+                                       cube->drop();
+                                       scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
+                                       // add overlays
+                                       postProcessNodeMesh(mesh, f, false, false, nullptr,
+                                               &result->buffer_colors);
+                                       break;
+                               }
+                               default: {
+                                       MeshMakeData mesh_make_data(client, false);
+                                       MapNode mesh_make_node(id, 255, 0);
+                                       mesh_make_data.fillSingleNode(&mesh_make_node);
+                                       MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
+                                       mesh = cloneMesh(mapblock_mesh.getMesh());
+                                       translateMesh(mesh, v3f(-BS, -BS, -BS));
+                                       scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
+
+                                       u32 mc = mesh->getMeshBufferCount();
+                                       for (u32 i = 0; i < mc; ++i) {
+                                               video::SMaterial &material1 =
+                                                       mesh->getMeshBuffer(i)->getMaterial();
+                                               video::SMaterial &material2 =
+                                                       mapblock_mesh.getMesh()->getMeshBuffer(i)->getMaterial();
+                                               material1.setTexture(0, material2.getTexture(0));
+                                               material1.setTexture(1, material2.getTexture(1));
+                                               material1.setTexture(2, material2.getTexture(2));
+                                               material1.setTexture(3, material2.getTexture(3));
+                                               material1.MaterialType = material2.MaterialType;
+                                       }
+                                       // add overlays (since getMesh() returns
+                                       // the base layer only)
+                                       postProcessNodeMesh(mesh, f, false, false, nullptr,
+                                               &result->buffer_colors);
+                               }
                        }
                }
 
@@ -498,45 +572,56 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
 
                rotateMeshXZby(mesh, -45);
                rotateMeshYZby(mesh, -30);
-
-               postProcessNodeMesh(mesh, f, false, false, NULL,
-                       &result->buffer_colors);
        }
        result->mesh = mesh;
 }
 
 
 
-scene::SMesh * getExtrudedMesh(ITextureSource *tsrc,
-               const std::string &imagename)
+scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
+       const std::string &imagename, const std::string &overlay_name)
 {
+       // check textures
        video::ITexture *texture = tsrc->getTextureForMesh(imagename);
        if (!texture) {
                return NULL;
        }
+       video::ITexture *overlay_texture =
+               (overlay_name.empty()) ? NULL : tsrc->getTexture(overlay_name);
 
+       // get mesh
        core::dimension2d<u32> dim = texture->getSize();
        scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
        scene::SMesh *mesh = cloneMesh(original);
        original->drop();
 
-       // Customize material
-       video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial();
-       material.setTexture(0, tsrc->getTexture(imagename));
-       material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
-       material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
-       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material.setFlag(video::EMF_TRILINEAR_FILTER, false);
-       material.setFlag(video::EMF_BACK_FACE_CULLING, true);
-       material.setFlag(video::EMF_LIGHTING, false);
-       material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+       //set texture
+       mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
+               tsrc->getTexture(imagename));
+       if (overlay_texture) {
+               scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
+               copy->getMaterial().setTexture(0, overlay_texture);
+               mesh->addMeshBuffer(copy);
+               copy->drop();
+       }
+       // Customize materials
+       for (u32 layer = 0; layer < mesh->getMeshBufferCount(); layer++) {
+               video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial();
+               material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
+               material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
+               material.setFlag(video::EMF_BILINEAR_FILTER, false);
+               material.setFlag(video::EMF_TRILINEAR_FILTER, false);
+               material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+               material.setFlag(video::EMF_LIGHTING, false);
+               material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+       }
        scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
 
        return mesh;
 }
 
 void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
-       bool use_shaders, bool set_material, video::E_MATERIAL_TYPE *mattype,
+       bool use_shaders, bool set_material, const video::E_MATERIAL_TYPE *mattype,
        std::vector<ItemPartColor> *colors)
 {
        u32 mc = mesh->getMeshBufferCount();
@@ -570,7 +655,7 @@ void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
                                material.MaterialType = *mattype;
                        }
                        if (layer->animation_frame_count > 1) {
-                               FrameSpec animation_frame = layer->frames[0];
+                               const FrameSpec &animation_frame = (*layer->frames)[0];
                                material.setTexture(0, animation_frame.texture);
                        } else {
                                material.setTexture(0, layer->texture);
@@ -578,7 +663,7 @@ void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
                        if (use_shaders) {
                                if (layer->normal_texture) {
                                        if (layer->animation_frame_count > 1) {
-                                               FrameSpec animation_frame = layer->frames[0];
+                                               const FrameSpec &animation_frame = (*layer->frames)[0];
                                                material.setTexture(1, animation_frame.normal_texture);
                                        } else
                                                material.setTexture(1, layer->normal_texture);