- Client should not discriminate between blocks, server should\r
- Make other players utilize the same framework\r
\r
-SUGG: Split Inventory into ClientInventory and ServerInventory\r
+TODO: Draw big amounts of torches better (that is, throw them in the\r
+ same meshbuffer (can the meshcombiner class be used?))\r
\r
Doing now:\r
======================================================================\r
\r
-TODO: Convert the text input system to use a modal menu\r
+TODO: Convert the text input system to use a modal menu... or something\r
\r
======================================================================\r
\r
//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().setTexture(0, driver->getTexture("../data/player.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
//buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().setTexture(0, driver->getTexture("../data/player_back.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
mesh->addMeshBuffer(buf);