diff --git a/src/client/game.cpp b/src/client/game.cpp index 1e34ca286..f93bd34a3 100644 --- a/src/client/game.cpp +++ b/src/client/game.cpp @@ -3096,10 +3096,12 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud) !runData.btn_down_for_dig, camera_offset); - if (pointed != runData.pointed_old) { + if (pointed != runData.pointed_old) infostream << "Pointing at " << pointed.dump() << std::endl; - hud->updateSelectionMesh(camera_offset); - } + + // Note that updating the selection mesh every frame is not particularly efficient, + // but the halo rendering code is already inefficient so there's no point in optimizing it here + hud->updateSelectionMesh(camera_offset); // Allow digging again if button is not pressed if (runData.digging_blocked && !isKeyDown(KeyType::DIG))