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Fix player sprite visibility in first person

closes #10525
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sfan5 committed Nov 12, 2020
1 parent c441baa commit b504a1aa4bdc56676b4b1c398ebfe98d336f8f6e
Showing with 13 additions and 3 deletions.
  1. +13 −3 src/client/content_cao.cpp
@@ -1919,13 +1919,23 @@ void GenericCAO::updateMeshCulling()
if (!m_is_local_player)
return;

// Grab the active player scene node so we know there's
// at least a mesh to occlude from the camera.
const bool hidden = m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST;

if (m_meshnode && m_prop.visual == "upright_sprite") {
u32 buffers = m_meshnode->getMesh()->getMeshBufferCount();
for (u32 i = 0; i < buffers; i++) {
video::SMaterial &mat = m_meshnode->getMesh()->getMeshBuffer(i)->getMaterial();
// upright sprite has no backface culling
mat.setFlag(video::EMF_FRONT_FACE_CULLING, hidden);
}
return;
}

irr::scene::ISceneNode *node = getSceneNode();
if (!node)
return;

if (m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST) {
if (hidden) {
// Hide the mesh by culling both front and
// back faces. Serious hackyness but it works for our
// purposes. This also preserves the skeletal armature.

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