mirror of
https://github.com/luanti-org/luanti.git
synced 2025-10-19 19:25:18 +02:00
Group sparse mesh buffers over entire scene for rendering
This commit is contained in:
@@ -83,10 +83,13 @@ struct TileLayer
|
||||
|
||||
void applyMaterialOptionsWithShaders(video::SMaterial &material) const;
|
||||
|
||||
/// @return is this layer semi-transparent?
|
||||
bool isTransparent() const
|
||||
{
|
||||
// see also: the mapping in ShaderSource::generateShader()
|
||||
switch (material_type) {
|
||||
case TILE_MATERIAL_ALPHA:
|
||||
case TILE_MATERIAL_PLAIN_ALPHA:
|
||||
case TILE_MATERIAL_LIQUID_TRANSPARENT:
|
||||
case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
|
||||
return true;
|
||||
|
Reference in New Issue
Block a user