Map item frames now render correctly, right-side up and facing the right direction.
A missing mapTex is now "handled" by omitting the BindTextureNode (should have a placeholder tex)
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@ -85,6 +85,7 @@ class ItemFrameMesh(EntityMeshBase):
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mapID = item.Damage
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mapTex = self.chunkUpdate.updateTask.getMapTexture(mapID)
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# xxx if mapTex is None: mapTex = missingNoTex
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# xxxx assumes 1.8 TilePos - fix this in ref??
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mapTiles.append((mapTex, ref.TilePos, ref.Facing))
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@ -101,24 +102,26 @@ class ItemFrameMesh(EntityMeshBase):
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vertexBuffer.vertex[:] = x, y, z
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corners = self.faceCorners[facing]
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vertexBuffer.vertex[:] += corners
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texCorners = [(0, 0), (0, 1), (1, 1), (1, 0)]
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texCorners = [(1, 1), (1, 0), (0, 0), (0, 1)]
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vertexBuffer.texcoord[:] += texCorners
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vertexNode = scenegraph.VertexNode([vertexBuffer])
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bindTexNode = scenegraph.BindTextureNode(mapTex)
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bindTexNode.addChild(vertexNode)
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nodes.append(bindTexNode)
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if mapTex is not None:
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bindTexNode = scenegraph.BindTextureNode(mapTex)
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bindTexNode.addChild(vertexNode)
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nodes.append(bindTexNode)
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else:
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nodes.append(vertexNode)
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self.sceneNode = scenegraph.Node()
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for node in nodes:
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self.sceneNode.addChild(node)
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faceCorners = { # xxx polygon offset?
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PCPaintingEntityRefBase.SouthFacing: ((0, 0, 0.01), (0, 1, 0.01), (1, 1, 0.01), (1, 0, 0.01)),
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PCPaintingEntityRefBase.WestFacing: ((0.01, 0, 0), (0.01, 1, 0), (0.01, 1, 1), (0.01, 0, 1)),
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PCPaintingEntityRefBase.SouthFacing: ((1, 0, 0.01), (1, 1, 0.01), (0, 1, 0.01), (0, 0, 0.01)),
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PCPaintingEntityRefBase.WestFacing: ((0.99, 0, 1), (0.99, 1, 1), (0.99, 1, 0), (0.99, 0, 0)),
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PCPaintingEntityRefBase.NorthFacing: ((0, 0, 0.99), (0, 1, 0.99), (1, 1, 0.99), (1, 0, 0.99)),
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PCPaintingEntityRefBase.EastFacing: ((0.99, 0, 0), (0.99, 1, 0), (0.99, 1, 1), (0.99, 0, 1)),
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PCPaintingEntityRefBase.EastFacing: ((0.01, 0, 0), (0.01, 1, 0), (0.01, 1, 1), (0.01, 0, 1)),
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}
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class MonsterRenderer(EntityMeshBase):
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