- RenderStep - a single step in the pipeline, such as running the 3D render, changing state or applying a shader.
Each step has a source and a target
- RenderSource - a source for the step, a set of textures that are used in the step
- RenderTarget - a target for the step, a framebuffer with one or more attached textures / renderbuffers.
- Pipeline - a sequence of steps and associated objects such as TextBuffers.
- TextureBuffer - an indexed set of textures that you need, you can create up to 254 textures if the driver permits.
- TextureBuffer is also a RenderSource and a RenderTarget.
- Normally you have a single texture buffer that all the steps write to and read from
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diff --git a/src/client/camera.h b/src/client/camera.h | |
index 1018af55a..eab1c29f3 100644 | |
--- a/src/client/camera.h | |
+++ b/src/client/camera.h | |
@@ -71,7 +71,7 @@ struct Nametag | |
} | |
}; | |
-enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT}; | |
+enum CameraMode {CAMERA_MODE_NONE = -1, CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT}; |
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diff --git a/src/client/render/pipeline.cpp b/src/client/render/pipeline.cpp | |
index eb38adbad..13898f8a4 100644 | |
--- a/src/client/render/pipeline.cpp | |
+++ b/src/client/render/pipeline.cpp | |
@@ -168,6 +168,13 @@ void TextureBufferOutput::activate(PipelineContext &context) | |
size = texture->getSize(); | |
} | |
+ // Use legacy call when there's single texture without depth texture | |
+ // This binds default depth buffer to the FBO |
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# Game-controlled visuals | |
* Saturation | |
* Brightness | |
* Full Blur | |
# Realism | |
* DoF | |
* Godrays |
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{ | |
// Use IntelliSense to learn about possible attributes. | |
// Hover to view descriptions of existing attributes. | |
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387 | |
"version": "0.2.0", | |
"configurations": [ | |
{ | |
"name": "(gdb) Attach", | |
"type": "cppdbg", | |
"request": "attach", |
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diff --git a/src/client/particles.cpp b/src/client/particles.cpp | |
index a1de1bb98..818cdc8cc 100644 | |
--- a/src/client/particles.cpp | |
+++ b/src/client/particles.cpp | |
@@ -63,12 +63,6 @@ Particle::Particle( | |
: ParticleParamTypes::BlendMode::alpha; | |
switch (blendmode) { | |
- case ParticleParamTypes::BlendMode::alpha: | |
- bfsrc = video::EBF_SRC_ALPHA; |
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2022-05-30 22:55:25: WARNING[Main]: BLOCK DATA: X:125 Y:0 Z:72 | |
2022-05-30 22:55:25: WARNING[Main]: BLOCK DATA: X:125 Y:1 Z:72 | |
2022-05-30 22:55:25: WARNING[Main]: BLOCK DATA: X:125 Y:0 Z:71 | |
2022-05-30 22:55:25: WARNING[Main]: BLOCK DATA: X:125 Y:1 Z:71 | |
2022-05-30 22:55:25: WARNING[Main]: BLOCK DATA: X:125 Y:1 Z:72 | |
2022-05-30 22:55:25: WARNING[Main]: BLOCK DATA: X:125 Y:0 Z:72 | |
2022-05-30 22:55:25: WARNING[Main]: BLOCK DATA: X:125 Y:0 Z:71 | |
2022-05-30 22:55:25: WARNING[Main]: BLOCK DATA: X:125 Y:1 Z:71 | |
2022-05-30 22:55:26: WARNING[Main]: BLOCK DATA: X:125 Y:1 Z:72 | |
2022-05-30 22:55:26: WARNING[Main]: BLOCK DATA: X:125 Y:0 Z:72 |
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diff --git a/src/client/wieldmesh.cpp b/src/client/wieldmesh.cpp | |
index d5c191935..25b343573 100644 | |
--- a/src/client/wieldmesh.cpp | |
+++ b/src/client/wieldmesh.cpp | |
@@ -386,6 +386,9 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che | |
m_colors.emplace_back(); | |
// overlay is white, if present | |
m_colors.emplace_back(true, video::SColor(0xFFFFFFFF)); | |
+ // initialize the color | |
+ if (!m_lighting) |
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diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml | |
index 78027d09c..0c970a757 100644 | |
--- a/.github/workflows/build.yml | |
+++ b/.github/workflows/build.yml | |
@@ -8,6 +8,8 @@ on: | |
- 'lib/**.cpp' | |
- 'src/**.[ch]' | |
- 'src/**.cpp' | |
+ - 'builtin/**.lua' | |
+ - 'games/devtest/**.lua' |
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diff --git a/src/client/clientmap.cpp b/src/client/clientmap.cpp | |
index 8a059c922..99ff0aefb 100644 | |
--- a/src/client/clientmap.cpp | |
+++ b/src/client/clientmap.cpp | |
@@ -879,15 +879,6 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir, | |
} | |
m_drawlist_shadow.clear(); | |
- // We need to append the blocks from the camera POV because sometimes | |
- // they are not inside the light frustum and it creates glitches. |
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