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Fix after soft node overlays

This removes a segmentation fault and makes node meshes well colorized.
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juhdanad authored and sfan5 committed Apr 21, 2017
1 parent 1ffb180 commit 900b816162401a6d9006334e2e8e8a9a26a1613b
Showing with 3 additions and 3 deletions.
  1. +2 −2 src/content_mapblock.cpp
  2. +1 −1 src/wieldmesh.cpp
@@ -108,7 +108,7 @@ void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal)
vertices[j].Pos = coords[j] + origin;
vertices[j].Normal = normal2;
if (data->m_smooth_lighting)
vertices[j].Color = blendLight(coords[j]);
vertices[j].Color = blendLightColor(coords[j]);
else
vertices[j].Color = color;
if (shade_face)
@@ -298,7 +298,7 @@ video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
const v3f &vertex_normal)
{
video::SColor color = blendLight(vertex_pos);
video::SColor color = blendLightColor(vertex_pos);
if (!f->light_source)
applyFacesShading(color, vertex_normal);
return color;
@@ -438,7 +438,7 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
g_extrusion_mesh_cache->grab();
}

scene::SMesh *mesh;
scene::SMesh *mesh = NULL;

// If inventory_image is defined, it overrides everything else
if (def.inventory_image != "") {

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