From c32bd982e3bda6e049ecad761f4ca87e897add42 Mon Sep 17 00:00:00 2001
From: Perttu Ahola <celeron55@gmail.com>
Date: Wed, 29 Dec 2010 21:53:42 +0200
Subject: [PATCH] possibly fixed broken crack textures on some machines

---
 src/irrlichtwrapper.cpp | 40 ++++++++++++++++++++++++++++------------
 src/main.cpp            | 17 ++++++++++++++---
 2 files changed, 42 insertions(+), 15 deletions(-)

diff --git a/src/irrlichtwrapper.cpp b/src/irrlichtwrapper.cpp
index 8bd29b634..e48e328e3 100644
--- a/src/irrlichtwrapper.cpp
+++ b/src/irrlichtwrapper.cpp
@@ -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);
 
diff --git a/src/main.cpp b/src/main.cpp
index a5b9ba0d5..fd13652cf 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -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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