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Refactor the way you set material properties
Instead of using SMaterial::setFlag, you now set them directly on SMaterial or SMaterialLayer.
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@@ -98,9 +98,11 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale)
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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buf->append(vertices + 4 * i, 4, indices, 6);
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// Set default material
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().Lighting = false;
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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buf->getMaterial().forEachTexture([] (video::SMaterialLayer &tex) {
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tex.BilinearFilter = false;
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});
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// Add mesh buffer to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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@@ -406,8 +408,10 @@ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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for (u16 j = 0; j < 6; j++)
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{
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().Lighting = false;
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buf->getMaterial().forEachTexture([] (video::SMaterialLayer &tex) {
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tex.BilinearFilter = false;
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});
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dst_mesh->addMeshBuffer(buf);
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buf->drop();
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}
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