#include "irrlichttypes_extrabloated.h"
#include <string>
-class ItemStack;
+struct ItemStack;
class IGameDef;
class ITextureSource;
struct TileSpec;
void setCube(const TileSpec tiles[6],
v3f wield_scale, ITextureSource *tsrc);
void setExtruded(const std::string &imagename,
- v3f wield_scale, ITextureSource *tsrc);
+ v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
void setItem(const ItemStack &item, IGameDef *gamedef);
// Sets the vertex color of the wield mesh.
// Must only be used if the constructor was called with lighting = false
void setColor(video::SColor color);
+ scene::IMesh *getMesh()
+ { return m_meshnode->getMesh(); }
+
virtual void render();
virtual const core::aabbox3d<f32>& getBoundingBox() const
// Child scene node with the current wield mesh
scene::IMeshSceneNode *m_meshnode;
+ video::E_MATERIAL_TYPE m_material_type;
// True if EMF_LIGHTING should be enabled.
bool m_lighting;
+ bool m_enable_shaders;
+ bool m_anisotropic_filter;
+ bool m_bilinear_filter;
+ bool m_trilinear_filter;
+
// Bounding box culling is disabled for this type of scene node,
// so this variable is just required so we can implement
// getBoundingBox() and is set to an empty box.