|
@@ -84,6 +84,8 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
|
|
|
|
|
|
m_selection_mesh = NULL;
|
|
|
m_selection_boxes.clear();
|
|
|
+ m_halo_boxes.clear();
|
|
|
+
|
|
|
m_selection_pos = v3f(0.0, 0.0, 0.0);
|
|
|
std::string mode = g_settings->get("node_highlighting");
|
|
|
m_selection_material.Lighting = false;
|
|
@@ -574,10 +576,23 @@ void Hud::updateSelectionMesh(const v3s16 &camera_offset)
|
|
|
0,0,1,1
|
|
|
};
|
|
|
|
|
|
- m_selection_mesh = convertNodeboxesToMesh(m_selection_boxes, texture_uv);
|
|
|
+ // Use single halo box instead of multiple overlapping boxes.
|
|
|
+ // Temporary solution - problem can be solved with multiple
|
|
|
+ // rendering targets, or some method to remove inner surfaces.
|
|
|
+ // Thats because of halo transparency.
|
|
|
+
|
|
|
+ aabb3f halo_box(100.0, 100.0, 100.0, -100.0, -100.0, -100.0);
|
|
|
+ m_halo_boxes.clear();
|
|
|
+
|
|
|
+ for (std::vector<aabb3f>::iterator
|
|
|
+ i = m_selection_boxes.begin();
|
|
|
+ i != m_selection_boxes.end(); ++i) {
|
|
|
+ halo_box.addInternalBox(*i);
|
|
|
+ }
|
|
|
|
|
|
- // scale final halo mesh
|
|
|
- scaleMesh(m_selection_mesh, v3f(1.08, 1.08, 1.08));
|
|
|
+ m_halo_boxes.push_back(halo_box);
|
|
|
+ m_selection_mesh = convertNodeboxesToMesh(
|
|
|
+ m_halo_boxes, texture_uv, 0.5);
|
|
|
}
|
|
|
|
|
|
void Hud::resizeHotbar() {
|