void GenericCAO::updateLight(u32 day_night_ratio)
{
- if (m_glow < 0)
+ if (m_prop.glow < 0)
return;
u16 light_at_pos = 0;
if (!pos_ok)
light_at_pos = LIGHT_SUN;
- video::SColor light = encode_light(light_at_pos, m_glow);
+ video::SColor light = encode_light(light_at_pos, m_prop.glow);
if (!m_enable_shaders)
final_color_blend(&light, light_at_pos, day_night_ratio);
m_previous_texture_modifier = m_current_texture_modifier;
m_current_texture_modifier = mod;
- m_glow = m_prop.glow;
video::ITexture *shadow_texture = nullptr;
if (auto shadow = RenderingEngine::get_shadow_renderer())
material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
// Set mesh color (only if lighting is disabled)
- if (!m_prop.colors.empty() && m_glow < 0)
+ if (!m_prop.colors.empty() && m_prop.glow < 0)
setMeshColor(mesh, m_prop.colors[0]);
}
}
float m_step_distance_counter = 0.0f;
video::SColor m_last_light = video::SColor(0xFFFFFFFF);
bool m_is_visible = false;
- s8 m_glow = 0;
// Material
video::E_MATERIAL_TYPE m_material_type;
// Settings