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Implement WieldMeshSceneNode which improves wield mesh rendering
- Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
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@@ -320,7 +320,7 @@ u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
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Converts from day + night color values (0..255)
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and a given daynight_ratio to the final SColor shown on screen.
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*/
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static void finalColorBlend(video::SColor& result,
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void finalColorBlend(video::SColor& result,
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u8 day, u8 night, u32 daynight_ratio)
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{
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s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
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