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refactor: refactor mesh generation for IconMeshFactory #4896

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merged 12 commits into from
Nov 2, 2021

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@pollend pollend commented Sep 7, 2021

This omits the use of the TessellatorHelper, and just defines the mesh from StandardMeshData in a private method call. This should be more straightforward to follow. We end up losing some of the flexible code from TessellatorHelper but I think this logic is a lot more easier to follow albeit repetitious.

This can be verified by running core gameplay and verifying that the mesh for an icon item is generated properly as it appears in the inventory and in the player hand.

@pollend pollend requested a review from keturn September 7, 2021 01:40
@pollend pollend marked this pull request as draft September 7, 2021 01:40
@github-actions github-actions bot added the Type: Refactoring Request for or implementation of pure and automatic refactorings, e.g. renaming, to improve clarity label Sep 7, 2021
@pollend pollend force-pushed the refactor/primatives-IconMeshFactory branch from ec0e898 to 875016a Compare September 7, 2021 01:42
@pollend pollend marked this pull request as ready for review September 8, 2021 03:46
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The icons are generated properly in the inventory, but I noticed that when in-hand, the items are not rendered with shadows anymore, which IMO looks not as good as before...
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Looks better now 👍 It's still a bit brighter than it was before but I think that's actually a good thing, because now you can identify more details also in darker items.
Terasology-211102211854-2560x1395

@jdrueckert jdrueckert merged commit 990ce8c into develop Nov 2, 2021
@jdrueckert jdrueckert deleted the refactor/primatives-IconMeshFactory branch November 2, 2021 20:38
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2 participants