#include <string>
struct ItemStack;
-class IGameDef;
+class Client;
class ITextureSource;
struct TileSpec;
v3f wield_scale, ITextureSource *tsrc);
void setExtruded(const std::string &imagename,
v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
- void setItem(const ItemStack &item, IGameDef *gamedef);
+ void setItem(const ItemStack &item, Client *client);
// Sets the vertex color of the wield mesh.
// Must only be used if the constructor was called with lighting = false
bool m_anisotropic_filter;
bool m_bilinear_filter;
bool m_trilinear_filter;
+ /*!
+ * Stores the colors of the mesh's mesh buffers.
+ * This does not include lighting.
+ */
+ std::vector<video::SColor> m_colors;
// Bounding box culling is disabled for this type of scene node,
// so this variable is just required so we can implement
aabb3f m_bounding_box;
};
-scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item);
+scene::IMesh *getItemMesh(Client *client, const ItemStack &item);
scene::IMesh *getExtrudedMesh(ITextureSource *tsrc,
const std::string &imagename);