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Cleanup selection mesh code, add shaders for halo and selection boxes
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@ -41,10 +41,8 @@ struct MeshMakeData
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VoxelManipulator m_vmanip;
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v3s16 m_blockpos;
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v3s16 m_crack_pos_relative;
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v3s16 m_highlighted_pos_relative;
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bool m_smooth_lighting;
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bool m_show_hud;
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video::SColor m_highlight_mesh_color;
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IGameDef *m_gamedef;
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bool m_use_shaders;
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@ -67,11 +65,6 @@ struct MeshMakeData
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*/
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void setCrack(int crack_level, v3s16 crack_pos);
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/*
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Set the highlighted node position
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*/
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void setHighlighted(v3s16 highlighted_pos, bool show_hud);
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/*
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Enable or disable smooth lighting
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*/
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@ -137,10 +130,7 @@ private:
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IShaderSource *m_shdrsrc;
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bool m_enable_shaders;
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bool m_enable_highlighting;
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video::SColor m_highlight_mesh_color;
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// Must animate() be called before rendering?
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bool m_has_animation;
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int m_animation_force_timer;
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@ -150,7 +140,6 @@ private:
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int m_last_crack;
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// Maps mesh buffer (i.e. material) indices to base texture names
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std::map<u32, std::string> m_crack_materials;
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std::list<u32> m_highlighted_materials;
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// Animation info: texture animationi
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// Maps meshbuffers to TileSpecs
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