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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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10
src/test.cpp
10
src/test.cpp
@@ -199,6 +199,16 @@ struct TestUtilities: public TestBase
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UASSERT(is_number("123") == true);
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UASSERT(is_number("") == false);
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UASSERT(is_number("123a") == false);
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UASSERT(is_power_of_two(0) == false);
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UASSERT(is_power_of_two(1) == true);
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UASSERT(is_power_of_two(2) == true);
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UASSERT(is_power_of_two(3) == false);
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for (int exponent = 2; exponent <= 31; ++exponent) {
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UASSERT(is_power_of_two((1 << exponent) - 1) == false);
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UASSERT(is_power_of_two((1 << exponent)) == true);
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UASSERT(is_power_of_two((1 << exponent) + 1) == false);
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}
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UASSERT(is_power_of_two((u32)-1) == false);
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}
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};
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