mirror of
https://github.com/luanti-org/luanti.git
synced 2025-10-22 12:25:23 +02:00
Initial refactoring on shader usage and generation
`IShaderSource` was designed with the idea that if you want a shader, you must want it for a node. So it depends heavily on being given a tile material and the node drawtype. But this doesn't make sense neither in theory nor in practice. This commit takes a small step towards removing the incorrect abstraction.
This commit is contained in:
@@ -222,6 +222,7 @@ enum NodeDrawType : u8
|
||||
NDT_MESH,
|
||||
// Combined plantlike-on-solid
|
||||
NDT_PLANTLIKE_ROOTED,
|
||||
|
||||
// Dummy for validity check
|
||||
NodeDrawType_END
|
||||
};
|
||||
|
Reference in New Issue
Block a user