From c32bd982e3bda6e049ecad761f4ca87e897add42 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Wed, 29 Dec 2010 21:53:42 +0200 Subject: [PATCH] possibly fixed broken crack textures on some machines --- src/irrlichtwrapper.cpp | 40 ++++++++++++++++++++++++++++------------ src/main.cpp | 17 ++++++++++++++--- 2 files changed, 42 insertions(+), 15 deletions(-) diff --git a/src/irrlichtwrapper.cpp b/src/irrlichtwrapper.cpp index 8bd29b634..e48e328e3 100644 --- a/src/irrlichtwrapper.cpp +++ b/src/irrlichtwrapper.cpp @@ -112,13 +112,22 @@ video::ITexture* IrrlichtWrapper::getTextureDirect(TextureSpec spec) video::ITexture * CrackTextureMod::make(video::ITexture *original, const char *newname, video::IVideoDriver* driver) { + // Size of the base image core::dimension2d dim(16, 16); + // Size of the crack image + //core::dimension2d dim_crack(16, 16 * CRACK_ANIMATION_LENGTH); + // Position to copy the crack to in the base image core::position2d pos_base(0, 0); + // Position to copy the crack from in the crack image core::position2d pos_other(0, 16 * progression); video::IImage *baseimage = driver->createImage(original, pos_base, dim); assert(baseimage); + + video::IImage *crackimage = driver->createImageFromFile("../data/crack.png"); + assert(crackimage); +#if 0 video::ITexture *other = driver->getTexture("../data/crack.png"); dstream<<__FUNCTION_NAME<<": crack texture size is " @@ -131,26 +140,33 @@ video::ITexture * CrackTextureMod::make(video::ITexture *original, // the image to fit a texture or something... video::IImage *otherimage = driver->createImage( other, core::position2d(0,0), other->getSize()); - // This should work on more systems - // - no, it doesn't, output is more random. - /*video::IImage *otherimage = driver->createImage( - other, core::position2d(0,0), - v2u32(16, CRACK_ANIMATION_LENGTH * 16));*/ assert(otherimage); + + // Now, the image might be 80 or 128 high depending on the computer + // Let's make an image of the right size and copy the possibly + // wrong sized one with scaling + // NOTE: This is an ugly hack. + + video::IImage *crackimage = driver->createImage( + baseimage->getColorFormat(), dim_crack); - /*core::rect clip_rect(v2s32(0,0), dim); - otherimage->copyToWithAlpha(baseimage, v2s32(0,0), - core::rect(pos_other, dim), - video::SColor(255,255,255,255), - &clip_rect);*/ + assert(crackimage); - otherimage->copyToWithAlpha(baseimage, v2s32(0,0), + otherimage->copyToScaling(crackimage); + otherimage->drop(); +#endif + + // Then copy the right part of crackimage to baseimage + + crackimage->copyToWithAlpha(baseimage, v2s32(0,0), core::rect(pos_other, dim), video::SColor(255,255,255,255), NULL); - otherimage->drop(); + crackimage->drop(); + + // Create texture from resulting image video::ITexture *newtexture = driver->addTexture(newname, baseimage); diff --git a/src/main.cpp b/src/main.cpp index a5b9ba0d5..fd13652cf 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -183,6 +183,13 @@ TODO: When server sees that client is removing an inexistent block or TODO: When player dies, throw items on map +TODO: Optimize day/night mesh updating somehow + - create copies of all textures for all lighting values and only + change texture for material? + - Umm... the collecting of the faces is the slow part + -> what about just changing the color values of the existing + meshbuffers? It should go quite fast. + TODO: Map generator version 2 Doing now: @@ -1614,8 +1621,8 @@ int main(int argc, char *argv[]) bool first_loop_after_window_activation = true; // Time is in milliseconds - // NOTE: getRealTime() without run()s causes strange problems in wine - // NOTE: Have to call run() between calls of this to update the timer + // NOTE: getRealTime() causes strange problems in wine (imprecision?) + // NOTE: So we have to use getTime() and call run()s between them u32 lasttime = device->getTimer()->getTime(); while(device->run()) @@ -1862,9 +1869,13 @@ int main(int argc, char *argv[]) v3f camera_direction = v3f(0,0,1); camera_direction.rotateYZBy(camera_pitch); camera_direction.rotateXZBy(camera_yaw); - + + // This is at the height of the eyes of the current figure v3f camera_position = player_position + v3f(0, BS+BS/2, 0); + // This is more like in minecraft + /*v3f camera_position = + player_position + v3f(0, BS+BS*0.65, 0);*/ camera->setPosition(camera_position); // *100.0 helps in large map coordinates