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Fix after soft node overlays
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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 900b816
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Showing 2 changed files with 3 additions and 3 deletions.
4 changes: 2 additions & 2 deletions src/content_mapblock.cpp
Original file line number Original file line Diff line number Diff line change
Expand Up @@ -108,7 +108,7 @@ void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal)
vertices[j].Pos = coords[j] + origin; vertices[j].Pos = coords[j] + origin;
vertices[j].Normal = normal2; vertices[j].Normal = normal2;
if (data->m_smooth_lighting) if (data->m_smooth_lighting)
vertices[j].Color = blendLight(coords[j]); vertices[j].Color = blendLightColor(coords[j]);
else else
vertices[j].Color = color; vertices[j].Color = color;
if (shade_face) if (shade_face)
Expand Down Expand Up @@ -298,7 +298,7 @@ video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos, video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
const v3f &vertex_normal) const v3f &vertex_normal)
{ {
video::SColor color = blendLight(vertex_pos); video::SColor color = blendLightColor(vertex_pos);
if (!f->light_source) if (!f->light_source)
applyFacesShading(color, vertex_normal); applyFacesShading(color, vertex_normal);
return color; return color;
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2 changes: 1 addition & 1 deletion src/wieldmesh.cpp
Original file line number Original file line Diff line number Diff line change
Expand Up @@ -438,7 +438,7 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
g_extrusion_mesh_cache->grab(); g_extrusion_mesh_cache->grab();
} }


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


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