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https://github.com/moparisthebest/minetest
synced 2024-12-22 23:58:48 -05:00
Only add ^[forcesingle to get raw texture if atlas is used
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@ -364,14 +364,14 @@ public:
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// Gets a separate texture
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// Gets a separate texture
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video::ITexture* getTextureRaw(const std::string &name)
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video::ITexture* getTextureRaw(const std::string &name)
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{
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{
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AtlasPointer ap = getTexture(name + "^[forcesingle");
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AtlasPointer ap = getTexture(name + m_forcesingle_suffix);
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return ap.atlas;
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return ap.atlas;
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}
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}
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// Gets a separate texture atlas pointer
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// Gets a separate texture atlas pointer
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AtlasPointer getTextureRawAP(const AtlasPointer &ap)
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AtlasPointer getTextureRawAP(const AtlasPointer &ap)
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{
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{
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return getTexture(getTextureName(ap.id) + "^[forcesingle");
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return getTexture(getTextureName(ap.id) + m_forcesingle_suffix);
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}
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}
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// Returns a pointer to the irrlicht device
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// Returns a pointer to the irrlicht device
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@ -437,6 +437,7 @@ private:
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// Main texture atlas. This is filled at startup and is then not touched.
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// Main texture atlas. This is filled at startup and is then not touched.
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video::IImage *m_main_atlas_image;
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video::IImage *m_main_atlas_image;
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video::ITexture *m_main_atlas_texture;
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video::ITexture *m_main_atlas_texture;
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std::string m_forcesingle_suffix;
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// Queued texture fetches (to be processed by the main thread)
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// Queued texture fetches (to be processed by the main thread)
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RequestQueue<std::string, u32, u8, u8> m_get_texture_queue;
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RequestQueue<std::string, u32, u8, u8> m_get_texture_queue;
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@ -1137,6 +1138,8 @@ void TextureSource::buildMainAtlas(class IGameDef *gamedef)
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<<atlaspath<<std::endl;
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<<atlaspath<<std::endl;
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fs::RecursiveDelete(atlaspath);
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fs::RecursiveDelete(atlaspath);
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driver->writeImageToFile(atlas_img, atlaspath.c_str());*/
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driver->writeImageToFile(atlas_img, atlaspath.c_str());*/
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m_forcesingle_suffix = "^[forcesingle";
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}
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}
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video::IImage* generate_image_from_scratch(std::string name,
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video::IImage* generate_image_from_scratch(std::string name,
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