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Commit c32bd982 authored by Perttu Ahola's avatar Perttu Ahola
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possibly fixed broken crack textures on some machines

parent bcd9813a
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......@@ -112,13 +112,22 @@ video::ITexture* IrrlichtWrapper::getTextureDirect(TextureSpec spec)
video::ITexture * CrackTextureMod::make(video::ITexture *original,
const char *newname, video::IVideoDriver* driver)
{
// Size of the base image
core::dimension2d<u32> dim(16, 16);
// Size of the crack image
//core::dimension2d<u32> dim_crack(16, 16 * CRACK_ANIMATION_LENGTH);
// Position to copy the crack to in the base image
core::position2d<s32> pos_base(0, 0);
// Position to copy the crack from in the crack image
core::position2d<s32> pos_other(0, 16 * progression);
video::IImage *baseimage = driver->createImage(original, pos_base, dim);
assert(baseimage);
video::IImage *crackimage = driver->createImageFromFile("../data/crack.png");
assert(crackimage);
#if 0
video::ITexture *other = driver->getTexture("../data/crack.png");
dstream<<__FUNCTION_NAME<<": crack texture size is "
......@@ -131,26 +140,33 @@ video::ITexture * CrackTextureMod::make(video::ITexture *original,
// the image to fit a texture or something...
video::IImage *otherimage = driver->createImage(
other, core::position2d<s32>(0,0), other->getSize());
// This should work on more systems
// - no, it doesn't, output is more random.
/*video::IImage *otherimage = driver->createImage(
other, core::position2d<s32>(0,0),
v2u32(16, CRACK_ANIMATION_LENGTH * 16));*/
assert(otherimage);
// Now, the image might be 80 or 128 high depending on the computer
// Let's make an image of the right size and copy the possibly
// wrong sized one with scaling
// NOTE: This is an ugly hack.
video::IImage *crackimage = driver->createImage(
baseimage->getColorFormat(), dim_crack);
/*core::rect<s32> clip_rect(v2s32(0,0), dim);
otherimage->copyToWithAlpha(baseimage, v2s32(0,0),
core::rect<s32>(pos_other, dim),
video::SColor(255,255,255,255),
&clip_rect);*/
assert(crackimage);
otherimage->copyToWithAlpha(baseimage, v2s32(0,0),
otherimage->copyToScaling(crackimage);
otherimage->drop();
#endif
// Then copy the right part of crackimage to baseimage
crackimage->copyToWithAlpha(baseimage, v2s32(0,0),
core::rect<s32>(pos_other, dim),
video::SColor(255,255,255,255),
NULL);
otherimage->drop();
crackimage->drop();
// Create texture from resulting image
video::ITexture *newtexture = driver->addTexture(newname, baseimage);
......
......@@ -183,6 +183,13 @@ TODO: When server sees that client is removing an inexistent block or
TODO: When player dies, throw items on map
TODO: Optimize day/night mesh updating somehow
- create copies of all textures for all lighting values and only
change texture for material?
- Umm... the collecting of the faces is the slow part
-> what about just changing the color values of the existing
meshbuffers? It should go quite fast.
TODO: Map generator version 2
Doing now:
......@@ -1614,8 +1621,8 @@ int main(int argc, char *argv[])
bool first_loop_after_window_activation = true;
// Time is in milliseconds
// NOTE: getRealTime() without run()s causes strange problems in wine
// NOTE: Have to call run() between calls of this to update the timer
// NOTE: getRealTime() causes strange problems in wine (imprecision?)
// NOTE: So we have to use getTime() and call run()s between them
u32 lasttime = device->getTimer()->getTime();
while(device->run())
......@@ -1862,9 +1869,13 @@ int main(int argc, char *argv[])
v3f camera_direction = v3f(0,0,1);
camera_direction.rotateYZBy(camera_pitch);
camera_direction.rotateXZBy(camera_yaw);
// This is at the height of the eyes of the current figure
v3f camera_position =
player_position + v3f(0, BS+BS/2, 0);
// This is more like in minecraft
/*v3f camera_position =
player_position + v3f(0, BS+BS*0.65, 0);*/
camera->setPosition(camera_position);
// *100.0 helps in large map coordinates
......
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