Example #1
0
void CNodeDefManager::updateTextures(IGameDef *gamedef,
	void (*progress_callback)(void *progress_args, u32 progress, u32 max_progress),
	void *progress_callback_args)
{
#ifndef SERVER
	infostream << "CNodeDefManager::updateTextures(): Updating "
		"textures in node definitions" << std::endl;

	Client *client = (Client *)gamedef;
	ITextureSource *tsrc = client->tsrc();
	IShaderSource *shdsrc = client->getShaderSource();
	scene::IMeshManipulator *meshmanip =
		RenderingEngine::get_scene_manager()->getMeshManipulator();
	TextureSettings tsettings;
	tsettings.readSettings();

	u32 size = m_content_features.size();

	for (u32 i = 0; i < size; i++) {
		ContentFeatures *f = &(m_content_features[i]);
		f->updateTextures(tsrc, shdsrc, meshmanip, client, tsettings);
		progress_callback(progress_callback_args, i, size);
	}
#endif
}
Example #2
0
void CNodeDefManager::updateTextures(IGameDef *gamedef,
	void (*progress_callback)(void *progress_args, u32 progress, u32 max_progress),
	void *progress_callback_args)
{
#ifndef SERVER
	infostream << "CNodeDefManager::updateTextures(): Updating "
		"textures in node definitions" << std::endl;
	ITextureSource *tsrc = gamedef->tsrc();
	IShaderSource *shdsrc = gamedef->getShaderSource();
	scene::ISceneManager* smgr = gamedef->getSceneManager();
	scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
	TextureSettings tsettings;
	tsettings.readSettings();

	u32 size = m_content_features.size();

	for (u32 i = 0; i < size; i++) {
		m_content_features[i].updateTextures(tsrc, shdsrc, smgr, meshmanip, gamedef, tsettings);
		progress_callback(progress_callback_args, i, size);
	}
#endif
}