Improve glass
[oweals/minetest.git] / src / content_mapblock.cpp
index e0a9b60f98fbd9bc83588f5001542d8bc31c605c..0bd2d22638cafeec980f43229afe0fadbd3393ec 100644 (file)
@@ -18,7 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "content_mapblock.h"
-#include "content_mapnode.h"
+
 #include "main.h" // For g_settings
 #include "mineral.h"
 #include "mapblock_mesh.h" // For MapBlock_LightColor()
@@ -125,7 +125,6 @@ void makeCuboid(video::SMaterial &material, MeshCollector *collector,
 void mapblock_mesh_generate_special(MeshMakeData *data,
                MeshCollector &collector, IGameDef *gamedef)
 {
-       ITextureSource *tsrc = gamedef->tsrc();
        INodeDefManager *nodedef = gamedef->ndef();
 
        // 0ms
@@ -135,9 +134,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                Some settings
        */
        bool new_style_water = g_settings->getBool("new_style_water");
-       bool new_style_leaves = g_settings->getBool("new_style_leaves");
-       //bool smooth_lighting = g_settings->getBool("smooth_lighting");
-       bool invisible_stone = g_settings->getBool("invisible_stone");
        
        float node_liquid_level = 1.0;
        if(new_style_water)
@@ -145,86 +141,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
        
        v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
 
-       // New-style leaves material
-       video::SMaterial material_leaves1;
-       material_leaves1.setFlag(video::EMF_LIGHTING, false);
-       material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
-       material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_leaves1 = tsrc->getTexture(
-                       tsrc->getTextureId("leaves.png"));
-       material_leaves1.setTexture(0, pa_leaves1.atlas);
-
-       // Glass material
-       video::SMaterial material_glass;
-       material_glass.setFlag(video::EMF_LIGHTING, false);
-       material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_glass.setFlag(video::EMF_FOG_ENABLE, true);
-       material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_glass = tsrc->getTexture(
-                       tsrc->getTextureId("glass.png"));
-       material_glass.setTexture(0, pa_glass.atlas);
-
-       // Wood material
-       video::SMaterial material_wood;
-       material_wood.setFlag(video::EMF_LIGHTING, false);
-       material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_wood.setFlag(video::EMF_FOG_ENABLE, true);
-       material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_wood = tsrc->getTexture(
-                       tsrc->getTextureId("wood.png"));
-       material_wood.setTexture(0, pa_wood.atlas);
-
-       // General ground material for special output
+       /*// General ground material for special output
        // Texture is modified just before usage
        video::SMaterial material_general;
        material_general.setFlag(video::EMF_LIGHTING, false);
        material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
        material_general.setFlag(video::EMF_FOG_ENABLE, true);
-       material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
-
-       // Papyrus material
-       video::SMaterial material_papyrus;
-       material_papyrus.setFlag(video::EMF_LIGHTING, false);
-       material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
-       material_papyrus.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_papyrus = tsrc->getTexture(
-                       tsrc->getTextureId("papyrus.png"));
-       material_papyrus.setTexture(0, pa_papyrus.atlas);
-       
-       // Apple material
-       video::SMaterial material_apple;
-       material_apple.setFlag(video::EMF_LIGHTING, false);
-       material_apple.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_apple.setFlag(video::EMF_FOG_ENABLE, true);
-       material_apple.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_apple = tsrc->getTexture(
-                       tsrc->getTextureId("apple.png"));
-       material_apple.setTexture(0, pa_apple.atlas);
-
-
-       // Sapling material
-       video::SMaterial material_sapling;
-       material_sapling.setFlag(video::EMF_LIGHTING, false);
-       material_sapling.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_sapling.setFlag(video::EMF_FOG_ENABLE, true);
-       material_sapling.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_sapling = tsrc->getTexture(
-                       tsrc->getTextureId("sapling.png"));
-       material_sapling.setTexture(0, pa_sapling.atlas);
-
-
-       // junglegrass material
-       video::SMaterial material_junglegrass;
-       material_junglegrass.setFlag(video::EMF_LIGHTING, false);
-       material_junglegrass.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_junglegrass.setFlag(video::EMF_FOG_ENABLE, true);
-       material_junglegrass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_junglegrass = tsrc->getTexture(
-                       tsrc->getTextureId("junglegrass.png"));
-       material_junglegrass.setTexture(0, pa_junglegrass.atlas);
+       material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;*/
 
        for(s16 z=0; z<MAP_BLOCKSIZE; z++)
        for(s16 y=0; y<MAP_BLOCKSIZE; y++)
@@ -233,139 +156,74 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                v3s16 p(x,y,z);
 
                MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
-
-               /*
-                       Add torches to mesh
-               */
-               if(n.getContent() == CONTENT_TORCH)
+               const ContentFeatures &f = nodedef->get(n);
+
+               // Only solidness=0 stuff is drawn here
+               if(f.solidness != 0)
+                       continue;
+               
+               switch(f.drawtype){
+               default:
+                       infostream<<"Got "<<f.drawtype<<std::endl;
+                       assert(0);
+                       break;
+               case NDT_AIRLIKE:
+                       break;
+               case NDT_LIQUID:
                {
-                       v3s16 dir = unpackDir(n.param2);
-                       
-                       const char *texturename = "torch.png";
-                       if(dir == v3s16(0,-1,0)){
-                               texturename = "torch_on_floor.png";
-                       } else if(dir == v3s16(0,1,0)){
-                               texturename = "torch_on_ceiling.png";
-                       // For backwards compatibility
-                       } else if(dir == v3s16(0,0,0)){
-                               texturename = "torch_on_floor.png";
-                       } else {
-                               texturename = "torch.png";
-                       }
-
-                       AtlasPointer ap = tsrc->getTexture(texturename);
-
-                       // Set material
-                       video::SMaterial material;
-                       material.setFlag(video::EMF_LIGHTING, false);
-                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material.setFlag(video::EMF_FOG_ENABLE, true);
-                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                       material.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       material.setTexture(0, ap.atlas);
-
-                       video::SColor c(255,255,255,255);
-
-                       // Wall at X+ of node
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
-                                               ap.x0(), ap.y1()),
-                               video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
-                                               ap.x1(), ap.y1()),
-                               video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
-                                               ap.x1(), ap.y0()),
-                               video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
-                                               ap.x0(), ap.y0()),
-                       };
-
-                       for(s32 i=0; i<4; i++)
-                       {
-                               if(dir == v3s16(1,0,0))
-                                       vertices[i].Pos.rotateXZBy(0);
-                               if(dir == v3s16(-1,0,0))
-                                       vertices[i].Pos.rotateXZBy(180);
-                               if(dir == v3s16(0,0,1))
-                                       vertices[i].Pos.rotateXZBy(90);
-                               if(dir == v3s16(0,0,-1))
-                                       vertices[i].Pos.rotateXZBy(-90);
-                               if(dir == v3s16(0,-1,0))
-                                       vertices[i].Pos.rotateXZBy(45);
-                               if(dir == v3s16(0,1,0))
-                                       vertices[i].Pos.rotateXZBy(-45);
-
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
+                       /*
+                               Add water sources to mesh if using new style
+                       */
+                       assert(nodedef->get(n).special_materials[0]);
+                       //assert(nodedef->get(n).special_materials[1]);
+                       assert(nodedef->get(n).special_aps[0]);
 
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(material, vertices, 4, indices, 6);
-               }
-               /*
-                       Signs on walls
-               */
-               else if(n.getContent() == CONTENT_SIGN_WALL)
-               {
-                       AtlasPointer ap = tsrc->getTexture("sign_wall.png");
+                       video::SMaterial &liquid_material =
+                                       *nodedef->get(n).special_materials[0];
+                       /*video::SMaterial &liquid_material_bfculled =
+                                       *nodedef->get(n).special_materials[1];*/
+                       AtlasPointer &pa_liquid1 =
+                                       *nodedef->get(n).special_aps[0];
 
-                       // Set material
-                       video::SMaterial material;
-                       material.setFlag(video::EMF_LIGHTING, false);
-                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material.setFlag(video::EMF_FOG_ENABLE, true);
-                       material.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       material.setTexture(0, ap.atlas);
+                       bool top_is_air = false;
+                       MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
+                       if(n.getContent() == CONTENT_AIR)
+                               top_is_air = true;
+                       
+                       if(top_is_air == false)
+                               continue;
 
                        u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
-                       video::SColor c = MapBlock_LightColor(255, l);
-                               
-                       float d = (float)BS/16;
-                       // Wall at X+ of node
+                       video::SColor c = MapBlock_LightColor(
+                                       nodedef->get(n).alpha, l);
+                       
                        video::S3DVertex vertices[4] =
                        {
-                               video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y1()),
-                               video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
-                                               ap.x1(), ap.y1()),
-                               video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
-                                               ap.x1(), ap.y0()),
-                               video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y0()),
+                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+                                               pa_liquid1.x0(), pa_liquid1.y1()),
+                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+                                               pa_liquid1.x1(), pa_liquid1.y1()),
+                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
+                                               pa_liquid1.x1(), pa_liquid1.y0()),
+                               video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
+                                               pa_liquid1.x0(), pa_liquid1.y0()),
                        };
 
-                       v3s16 dir = unpackDir(n.param2);
-
                        for(s32 i=0; i<4; i++)
                        {
-                               if(dir == v3s16(1,0,0))
-                                       vertices[i].Pos.rotateXZBy(0);
-                               if(dir == v3s16(-1,0,0))
-                                       vertices[i].Pos.rotateXZBy(180);
-                               if(dir == v3s16(0,0,1))
-                                       vertices[i].Pos.rotateXZBy(90);
-                               if(dir == v3s16(0,0,-1))
-                                       vertices[i].Pos.rotateXZBy(-90);
-                               if(dir == v3s16(0,-1,0))
-                                       vertices[i].Pos.rotateXYBy(-90);
-                               if(dir == v3s16(0,1,0))
-                                       vertices[i].Pos.rotateXYBy(90);
-
+                               vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
                                vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
                        }
 
                        u16 indices[] = {0,1,2,2,3,0};
                        // Add to mesh collector
-                       collector.append(material, vertices, 4, indices, 6);
-               }
-               /*
-                       Add flowing liquid to mesh
-               */
-               else if(nodedef->get(n).liquid_type == LIQUID_FLOWING)
+                       collector.append(liquid_material, vertices, 4, indices, 6);
+               break;}
+               case NDT_FLOWINGLIQUID:
                {
+                       /*
+                               Add flowing liquid to mesh
+                       */
                        assert(nodedef->get(n).special_materials[0]);
                        assert(nodedef->get(n).special_materials[1]);
                        assert(nodedef->get(n).special_aps[0]);
@@ -655,127 +513,81 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                // Add to mesh collector
                                collector.append(liquid_material, vertices, 4, indices, 6);
                        }
-               }
-               /*
-                       Add water sources to mesh if using new style
-               */
-               else if(nodedef->get(n).liquid_type == LIQUID_SOURCE
-                               && new_style_water)
+               break;}
+               case NDT_GLASSLIKE:
                {
-                       assert(nodedef->get(n).special_materials[0]);
-                       //assert(nodedef->get(n).special_materials[1]);
-                       assert(nodedef->get(n).special_aps[0]);
-
-                       video::SMaterial &liquid_material =
-                                       *nodedef->get(n).special_materials[0];
-                       /*video::SMaterial &liquid_material_bfculled =
-                                       *nodedef->get(n).special_materials[1];*/
-                       AtlasPointer &pa_liquid1 =
-                                       *nodedef->get(n).special_aps[0];
-
-                       bool top_is_air = false;
-                       MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       if(n.getContent() == CONTENT_AIR)
-                               top_is_air = true;
-                       
-                       if(top_is_air == false)
-                               continue;
-
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
-                       video::SColor c = MapBlock_LightColor(
-                                       nodedef->get(n).alpha, l);
-                       
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                               pa_liquid1.x0(), pa_liquid1.y1()),
-                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                               pa_liquid1.x1(), pa_liquid1.y1()),
-                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_liquid1.x1(), pa_liquid1.y0()),
-                               video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_liquid1.x0(), pa_liquid1.y0()),
-                       };
-
-                       for(s32 i=0; i<4; i++)
-                       {
-                               vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
+                       video::SMaterial material_glass;
+                       material_glass.setFlag(video::EMF_LIGHTING, false);
+                       material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material_glass.setFlag(video::EMF_FOG_ENABLE, true);
+                       material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       AtlasPointer pa_glass = f.tiles[0].texture;
+                       material_glass.setTexture(0, pa_glass.atlas);
 
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(liquid_material, vertices, 4, indices, 6);
-               }
-               /*
-                       Add leaves if using new style
-               */
-               else if(n.getContent() == CONTENT_LEAVES && new_style_leaves)
-               {
-                       /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));*/
                        u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
                        video::SColor c = MapBlock_LightColor(255, l);
 
                        for(u32 j=0; j<6; j++)
                        {
+                               // Check this neighbor
+                               v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
+                               MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
+                               // Don't make face if neighbor is of same type
+                               if(n2.getContent() == n.getContent())
+                                       continue;
+
+                               // The face at Z+
                                video::S3DVertex vertices[4] =
                                {
                                        video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x0(), pa_leaves1.y1()),
+                                               pa_glass.x0(), pa_glass.y1()),
                                        video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x1(), pa_leaves1.y1()),
+                                               pa_glass.x1(), pa_glass.y1()),
                                        video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x1(), pa_leaves1.y0()),
+                                               pa_glass.x1(), pa_glass.y0()),
                                        video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x0(), pa_leaves1.y0()),
+                                               pa_glass.x0(), pa_glass.y0()),
                                };
-
-                               if(j == 0)
-                               {
+                               
+                               // Rotations in the g_6dirs format
+                               if(j == 0) // Z+
                                        for(u16 i=0; i<4; i++)
                                                vertices[i].Pos.rotateXZBy(0);
-                               }
-                               else if(j == 1)
-                               {
+                               else if(j == 1) // Y+
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(180);
-                               }
-                               else if(j == 2)
-                               {
+                                               vertices[i].Pos.rotateYZBy(-90);
+                               else if(j == 2) // X+
                                        for(u16 i=0; i<4; i++)
                                                vertices[i].Pos.rotateXZBy(-90);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(90);
-                               }
-                               else if(j == 4)
-                               {
+                               else if(j == 3) // Z-
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(-90);
-                               }
-                               else if(j == 5)
-                               {
+                                               vertices[i].Pos.rotateXZBy(180);
+                               else if(j == 4) // Y-
                                        for(u16 i=0; i<4; i++)
                                                vertices[i].Pos.rotateYZBy(90);
-                               }
+                               else if(j == 5) // X-
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(90);
 
-                               for(u16 i=0; i<4; i++)
-                               {
+                               for(u16 i=0; i<4; i++){
                                        vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
                                }
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(material_leaves1, vertices, 4, indices, 6);
+                               collector.append(material_glass, vertices, 4, indices, 6);
                        }
-               }
-               /*
-                       Add glass
-               */
-               else if(n.getContent() == CONTENT_GLASS)
+               break;}
+               case NDT_ALLFACES:
                {
+                       video::SMaterial material_leaves1;
+                       material_leaves1.setFlag(video::EMF_LIGHTING, false);
+                       material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
+                       material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       AtlasPointer pa_leaves1 = f.tiles[0].texture;
+                       material_leaves1.setTexture(0, pa_leaves1.atlas);
+
                        u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
                        video::SColor c = MapBlock_LightColor(255, l);
 
@@ -784,205 +596,176 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                video::S3DVertex vertices[4] =
                                {
                                        video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x0(), pa_glass.y1()),
+                                               pa_leaves1.x0(), pa_leaves1.y1()),
                                        video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x1(), pa_glass.y1()),
+                                               pa_leaves1.x1(), pa_leaves1.y1()),
                                        video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x1(), pa_glass.y0()),
+                                               pa_leaves1.x1(), pa_leaves1.y0()),
                                        video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x0(), pa_glass.y0()),
+                                               pa_leaves1.x0(), pa_leaves1.y0()),
                                };
 
-                               if(j == 0)
-                               {
+                               // Rotations in the g_6dirs format
+                               if(j == 0) // Z+
                                        for(u16 i=0; i<4; i++)
                                                vertices[i].Pos.rotateXZBy(0);
-                               }
-                               else if(j == 1)
-                               {
+                               else if(j == 1) // Y+
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(180);
-                               }
-                               else if(j == 2)
-                               {
+                                               vertices[i].Pos.rotateYZBy(-90);
+                               else if(j == 2) // X+
                                        for(u16 i=0; i<4; i++)
                                                vertices[i].Pos.rotateXZBy(-90);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(90);
-                               }
-                               else if(j == 4)
-                               {
+                               else if(j == 3) // Z-
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(-90);
-                               }
-                               else if(j == 5)
-                               {
+                                               vertices[i].Pos.rotateXZBy(180);
+                               else if(j == 4) // Y-
                                        for(u16 i=0; i<4; i++)
                                                vertices[i].Pos.rotateYZBy(90);
-                               }
+                               else if(j == 5) // X-
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(90);
 
-                               for(u16 i=0; i<4; i++)
-                               {
+                               for(u16 i=0; i<4; i++){
                                        vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
                                }
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(material_glass, vertices, 4, indices, 6);
+                               collector.append(material_leaves1, vertices, 4, indices, 6);
                        }
-               }
-               /*
-                       Add fence
-               */
-               else if(n.getContent() == CONTENT_FENCE)
+               break;}
+               case NDT_ALLFACES_OPTIONAL:
+                       // This is always pre-converted to something else
+                       assert(0);
+                       break;
+               case NDT_TORCHLIKE:
                {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
-                       video::SColor c = MapBlock_LightColor(255, l);
+                       v3s16 dir = unpackDir(n.param2);
+                       
+                       AtlasPointer ap(0);
+                       if(dir == v3s16(0,-1,0)){
+                               ap = f.tiles[0].texture; // floor
+                       } else if(dir == v3s16(0,1,0)){
+                               ap = f.tiles[1].texture; // ceiling
+                       // For backwards compatibility
+                       } else if(dir == v3s16(0,0,0)){
+                               ap = f.tiles[0].texture; // floor
+                       } else {
+                               ap = f.tiles[2].texture; // side
+                       }
 
-                       const f32 post_rad=(f32)BS/10;
-                       const f32 bar_rad=(f32)BS/20;
-                       const f32 bar_len=(f32)(BS/2)-post_rad;
+                       // Set material
+                       video::SMaterial material;
+                       material.setFlag(video::EMF_LIGHTING, false);
+                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material.setFlag(video::EMF_FOG_ENABLE, true);
+                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+                       material.MaterialType
+                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       material.setTexture(0, ap.atlas);
 
-                       // The post - always present
-                       v3f pos = intToFloat(p+blockpos_nodes, BS);
-                       f32 postuv[24]={
-                                       0.4,0.4,0.6,0.6,
-                                       0.35,0,0.65,1,
-                                       0.35,0,0.65,1,
-                                       0.35,0,0.65,1,
-                                       0.35,0,0.65,1,
-                                       0.4,0.4,0.6,0.6};
-                       makeCuboid(material_wood, &collector,
-                               &pa_wood, c, pos,
-                               post_rad,BS/2,post_rad, postuv);
+                       video::SColor c(255,255,255,255);
 
-                       // Now a section of fence, +X, if there's a post there
-                       v3s16 p2 = p;
-                       p2.X++;
-                       MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                       if(n2.getContent() == CONTENT_FENCE)
+                       // Wall at X+ of node
+                       video::S3DVertex vertices[4] =
                        {
-                               pos = intToFloat(p+blockpos_nodes, BS);
-                               pos.X += BS/2;
-                               pos.Y += BS/4;
-                               f32 xrailuv[24]={
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6};
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_len,bar_rad,bar_rad, xrailuv);
-
-                               pos.Y -= BS/2;
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_len,bar_rad,bar_rad, xrailuv);
-                       }
+                               video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
+                                               ap.x0(), ap.y1()),
+                               video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
+                                               ap.x1(), ap.y1()),
+                               video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
+                                               ap.x1(), ap.y0()),
+                               video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
+                                               ap.x0(), ap.y0()),
+                       };
 
-                       // Now a section of fence, +Z, if there's a post there
-                       p2 = p;
-                       p2.Z++;
-                       n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                       if(n2.getContent() == CONTENT_FENCE)
+                       for(s32 i=0; i<4; i++)
                        {
-                               pos = intToFloat(p+blockpos_nodes, BS);
-                               pos.Z += BS/2;
-                               pos.Y += BS/4;
-                               f32 zrailuv[24]={
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6};
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_rad,bar_rad,bar_len, zrailuv);
-                               pos.Y -= BS/2;
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_rad,bar_rad,bar_len, zrailuv);
+                               if(dir == v3s16(1,0,0))
+                                       vertices[i].Pos.rotateXZBy(0);
+                               if(dir == v3s16(-1,0,0))
+                                       vertices[i].Pos.rotateXZBy(180);
+                               if(dir == v3s16(0,0,1))
+                                       vertices[i].Pos.rotateXZBy(90);
+                               if(dir == v3s16(0,0,-1))
+                                       vertices[i].Pos.rotateXZBy(-90);
+                               if(dir == v3s16(0,-1,0))
+                                       vertices[i].Pos.rotateXZBy(45);
+                               if(dir == v3s16(0,1,0))
+                                       vertices[i].Pos.rotateXZBy(-45);
 
+                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
                        }
 
-               }
-#if 1
-               /*
-                       Add stones with minerals if stone is invisible
-               */
-               else if(n.getContent() == CONTENT_STONE && invisible_stone && n.getMineral(nodedef) != MINERAL_NONE)
+                       u16 indices[] = {0,1,2,2,3,0};
+                       // Add to mesh collector
+                       collector.append(material, vertices, 4, indices, 6);
+               break;}
+               case NDT_SIGNLIKE:
                {
-                       for(u32 j=0; j<6; j++)
-                       {
-                               // NOTE: Hopefully g_6dirs[j] is the right direction...
-                               v3s16 dir = g_6dirs[j];
-                               /*u8 l = 0;
-                               MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
-                               if(nodedef->get(n2).param_type == CPT_LIGHT)
-                                       l = decode_light(n2.getLightBlend(data->m_daynight_ratio, nodedef));
-                               else
-                                       l = 255;*/
-                               u8 l = 255;
-                               video::SColor c = MapBlock_LightColor(255, l);
-                               
-                               // Get the right texture
-                               TileSpec ts = n.getTile(dir, tsrc, nodedef);
-                               AtlasPointer ap = ts.texture;
-                               material_general.setTexture(0, ap.atlas);
+                       // Set material
+                       video::SMaterial material;
+                       material.setFlag(video::EMF_LIGHTING, false);
+                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material.setFlag(video::EMF_FOG_ENABLE, true);
+                       material.MaterialType
+                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       AtlasPointer ap = f.tiles[0].texture;
+                       material.setTexture(0, ap.atlas);
 
-                               video::S3DVertex vertices[4] =
-                               {
-                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
+                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
+                       video::SColor c = MapBlock_LightColor(255, l);
+                               
+                       float d = (float)BS/16;
+                       // Wall at X+ of node
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
                                                ap.x0(), ap.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
+                               video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
                                                ap.x1(), ap.y1()),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
+                               video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
                                                ap.x1(), ap.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
+                               video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
                                                ap.x0(), ap.y0()),
-                               };
+                       };
 
-                               if(j == 0)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(0);
-                               }
-                               else if(j == 1)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(180);
-                               }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-90);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(90);
-                               }
-                               else if(j == 4)
+                       v3s16 dir = unpackDir(n.param2);
 
-                               for(u16 i=0; i<4; i++)
-                               {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
+                       for(s32 i=0; i<4; i++)
+                       {
+                               if(dir == v3s16(1,0,0))
+                                       vertices[i].Pos.rotateXZBy(0);
+                               if(dir == v3s16(-1,0,0))
+                                       vertices[i].Pos.rotateXZBy(180);
+                               if(dir == v3s16(0,0,1))
+                                       vertices[i].Pos.rotateXZBy(90);
+                               if(dir == v3s16(0,0,-1))
+                                       vertices[i].Pos.rotateXZBy(-90);
+                               if(dir == v3s16(0,-1,0))
+                                       vertices[i].Pos.rotateXYBy(-90);
+                               if(dir == v3s16(0,1,0))
+                                       vertices[i].Pos.rotateXYBy(90);
 
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_general, vertices, 4, indices, 6);
+                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
                        }
-               }
-#endif
-               else if(n.getContent() == CONTENT_PAPYRUS)
+
+                       u16 indices[] = {0,1,2,2,3,0};
+                       // Add to mesh collector
+                       collector.append(material, vertices, 4, indices, 6);
+               break;}
+               case NDT_PLANTLIKE:
                {
+                       video::SMaterial material_papyrus;
+                       material_papyrus.setFlag(video::EMF_LIGHTING, false);
+                       material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
+                       material_papyrus.MaterialType=video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       AtlasPointer pa_papyrus = f.tiles[0].texture;
+                       material_papyrus.setTexture(0, pa_papyrus.atlas);
+                       
                        u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
                        video::SColor c = MapBlock_LightColor(255, l);
 
@@ -990,13 +773,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        {
                                video::S3DVertex vertices[4] =
                                {
-                                       video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
+                                       video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
                                                pa_papyrus.x0(), pa_papyrus.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
+                                       video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
                                                pa_papyrus.x1(), pa_papyrus.y1()),
-                                       video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
+                                       video::S3DVertex( BS/2*f.visual_scale,
+                                               -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
                                                pa_papyrus.x1(), pa_papyrus.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
+                                       video::S3DVertex(-BS/2*f.visual_scale,
+                                               -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
                                                pa_papyrus.x0(), pa_papyrus.y0()),
                                };
 
@@ -1023,6 +808,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                for(u16 i=0; i<4; i++)
                                {
+                                       vertices[i].Pos *= f.visual_scale;
                                        vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
                                }
 
@@ -1030,59 +816,92 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                // Add to mesh collector
                                collector.append(material_papyrus, vertices, 4, indices, 6);
                        }
-               }
-               else if(n.getContent() == CONTENT_JUNGLEGRASS)
+               break;}
+               case NDT_FENCELIKE:
                {
+                       video::SMaterial material_wood;
+                       material_wood.setFlag(video::EMF_LIGHTING, false);
+                       material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material_wood.setFlag(video::EMF_FOG_ENABLE, true);
+                       material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       AtlasPointer pa_wood = f.tiles[0].texture;
+                       material_wood.setTexture(0, pa_wood.atlas);
+
                        u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
                        video::SColor c = MapBlock_LightColor(255, l);
 
-                       for(u32 j=0; j<4; j++)
+                       const f32 post_rad=(f32)BS/10;
+                       const f32 bar_rad=(f32)BS/20;
+                       const f32 bar_len=(f32)(BS/2)-post_rad;
+
+                       // The post - always present
+                       v3f pos = intToFloat(p+blockpos_nodes, BS);
+                       f32 postuv[24]={
+                                       0.4,0.4,0.6,0.6,
+                                       0.35,0,0.65,1,
+                                       0.35,0,0.65,1,
+                                       0.35,0,0.65,1,
+                                       0.35,0,0.65,1,
+                                       0.4,0.4,0.6,0.6};
+                       makeCuboid(material_wood, &collector,
+                               &pa_wood, c, pos,
+                               post_rad,BS/2,post_rad, postuv);
+
+                       // Now a section of fence, +X, if there's a post there
+                       v3s16 p2 = p;
+                       p2.X++;
+                       MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+                       const ContentFeatures *f2 = &nodedef->get(n2);
+                       if(f2->drawtype == NDT_FENCELIKE)
                        {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_junglegrass.x0(), pa_junglegrass.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_junglegrass.x1(), pa_junglegrass.y1()),
-                                       video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
-                                               pa_junglegrass.x1(), pa_junglegrass.y0()),
-                                       video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
-                                               pa_junglegrass.x0(), pa_junglegrass.y0()),
-                               };
+                               pos = intToFloat(p+blockpos_nodes, BS);
+                               pos.X += BS/2;
+                               pos.Y += BS/4;
+                               f32 xrailuv[24]={
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6};
+                               makeCuboid(material_wood, &collector,
+                                       &pa_wood, c, pos,
+                                       bar_len,bar_rad,bar_rad, xrailuv);
 
-                               if(j == 0)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(45);
-                               }
-                               else if(j == 1)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-45);
-                               }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(135);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-135);
-                               }
+                               pos.Y -= BS/2;
+                               makeCuboid(material_wood, &collector,
+                                       &pa_wood, c, pos,
+                                       bar_len,bar_rad,bar_rad, xrailuv);
+                       }
 
-                               for(u16 i=0; i<4; i++)
-                               {
-                                       vertices[i].Pos *= 1.3;
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
+                       // Now a section of fence, +Z, if there's a post there
+                       p2 = p;
+                       p2.Z++;
+                       n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+                       f2 = &nodedef->get(n2);
+                       if(f2->drawtype == NDT_FENCELIKE)
+                       {
+                               pos = intToFloat(p+blockpos_nodes, BS);
+                               pos.Z += BS/2;
+                               pos.Y += BS/4;
+                               f32 zrailuv[24]={
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6};
+                               makeCuboid(material_wood, &collector,
+                                       &pa_wood, c, pos,
+                                       bar_rad,bar_rad,bar_len, zrailuv);
+                               pos.Y -= BS/2;
+                               makeCuboid(material_wood, &collector,
+                                       &pa_wood, c, pos,
+                                       bar_rad,bar_rad,bar_len, zrailuv);
 
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_junglegrass, vertices, 4, indices, 6);
                        }
-               }
-               else if(n.getContent() == CONTENT_RAIL)
+               break;}
+               case NDT_RAILLIKE:
                {
                        bool is_rail_x [] = { false, false };  /* x-1, x+1 */
                        bool is_rail_z [] = { false, false };  /* z-1, z+1 */
@@ -1091,36 +910,35 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
                        MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
                        MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
-
-                       if(n_minus_x.getContent() == CONTENT_RAIL)
+                       
+                       content_t thiscontent = n.getContent();
+                       if(n_minus_x.getContent() == thiscontent)
                                is_rail_x[0] = true;
-                       if(n_plus_x.getContent() == CONTENT_RAIL)
+                       if(n_plus_x.getContent() == thiscontent)
                                is_rail_x[1] = true;
-                       if(n_minus_z.getContent() == CONTENT_RAIL)
+                       if(n_minus_z.getContent() == thiscontent)
                                is_rail_z[0] = true;
-                       if(n_plus_z.getContent() == CONTENT_RAIL)
+                       if(n_plus_z.getContent() == thiscontent)
                                is_rail_z[1] = true;
 
                        int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
 
                        // Assign textures
-                       const char *texturename = "rail.png";
+                       AtlasPointer ap = f.tiles[0].texture; // straight
                        if(adjacencies < 2)
-                               texturename = "rail.png";
+                               ap = f.tiles[0].texture; // straight
                        else if(adjacencies == 2)
                        {
                                if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
-                                       texturename = "rail.png";
+                                       ap = f.tiles[0].texture; // straight
                                else
-                                       texturename = "rail_curved.png";
+                                       ap = f.tiles[1].texture; // curved
                        }
                        else if(adjacencies == 3)
-                               texturename = "rail_t_junction.png";
+                               ap = f.tiles[2].texture; // t-junction
                        else if(adjacencies == 4)
-                               texturename = "rail_crossing.png";
+                               ap = f.tiles[3].texture; // crossing
                        
-                       AtlasPointer ap = tsrc->getTexture(texturename);
-
                        video::SMaterial material_rail;
                        material_rail.setFlag(video::EMF_LIGHTING, false);
                        material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
@@ -1189,159 +1007,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                        u16 indices[] = {0,1,2,2,3,0};
                        collector.append(material_rail, vertices, 4, indices, 6);
-               }
-               else if (n.getContent() == CONTENT_LADDER) {
-                       AtlasPointer ap = tsrc->getTexture("ladder.png");
-                       
-                       // Set material
-                       video::SMaterial material_ladder;
-                       material_ladder.setFlag(video::EMF_LIGHTING, false);
-                       material_ladder.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material_ladder.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material_ladder.setFlag(video::EMF_FOG_ENABLE, true);
-                       material_ladder.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       material_ladder.setTexture(0, ap.atlas);
-
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
-                       video::SColor c(255,l,l,l);
-
-                       float d = (float)BS/16;
-
-                       // Assume wall is at X+
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y1()),
-                               video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
-                                               ap.x1(), ap.y1()),
-                               video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
-                                               ap.x1(), ap.y0()),
-                               video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y0()),
-                       };
-
-                       v3s16 dir = unpackDir(n.param2);
-
-                       for(s32 i=0; i<4; i++)
-                       {
-                               if(dir == v3s16(1,0,0))
-                                       vertices[i].Pos.rotateXZBy(0);
-                               if(dir == v3s16(-1,0,0))
-                                       vertices[i].Pos.rotateXZBy(180);
-                               if(dir == v3s16(0,0,1))
-                                       vertices[i].Pos.rotateXZBy(90);
-                               if(dir == v3s16(0,0,-1))
-                                       vertices[i].Pos.rotateXZBy(-90);
-                               if(dir == v3s16(0,-1,0))
-                                       vertices[i].Pos.rotateXYBy(-90);
-                               if(dir == v3s16(0,1,0))
-                                       vertices[i].Pos.rotateXYBy(90);
-
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
-
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(material_ladder, vertices, 4, indices, 6);
-               }
-               else if(n.getContent() == CONTENT_APPLE)
-               {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
-                       video::SColor c = MapBlock_LightColor(255, l);
-
-                       for(u32 j=0; j<4; j++)
-                       {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_apple.x0(), pa_apple.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_apple.x1(), pa_apple.y1()),
-                                       video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
-                                               pa_apple.x1(), pa_apple.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
-                                               pa_apple.x0(), pa_apple.y0()),
-                               };
-
-                               if(j == 0)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(45);
-                               }
-                               else if(j == 1)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-45);
-                               }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(135);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-135);
-                               }
-
-                               for(u16 i=0; i<4; i++)
-                               {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_apple, vertices, 4, indices, 6);
-                       }
-               }
-               else if(n.getContent() == CONTENT_SAPLING) {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
-                       video::SColor c = MapBlock_LightColor(255, l);
-
-                       for(u32 j=0; j<4; j++)
-                       {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_sapling.x0(), pa_sapling.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_sapling.x1(), pa_sapling.y1()),
-                                       video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
-                                               pa_sapling.x1(), pa_sapling.y0()),
-                                       video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
-                                               pa_sapling.x0(), pa_sapling.y0()),
-                               };
-
-                               if(j == 0)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(45);
-                               }
-                               else if(j == 1)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-45);
-                               }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(135);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-135);
-                               }
-
-                               for(u16 i=0; i<4; i++)
-                               {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_sapling, vertices, 4, indices, 6);
-                       }
+               break;}
                }
        }
 }