// lighting
void getSmoothLightFrame();
u16 blendLight(const v3f &vertex_pos);
- video::SColor blendLight(const v3f &vertex_pos, video::SColor tile_color);
- video::SColor blendLight(const v3f &vertex_pos, const v3f &vertex_normal, video::SColor tile_color);
+ video::SColor blendLightColor(const v3f &vertex_pos);
+ video::SColor blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal);
void useTile(int index, bool disable_backface_culling);
void useDefaultTile(bool set_color = true);
- TileSpec getTile(const v3s16 &direction);
+ void getTile(const v3s16 &direction, TileSpec &tile);
// face drawing
void drawQuad(v3f *vertices, const v3s16 &normal = v3s16(0, 0, 0));
NeighborData liquid_neighbors[3][3];
f32 corner_levels[2][2];
- void prepareLiquidNodeDrawing(bool flowing);
- void getLiquidNeighborhood(bool flowing);
- void resetCornerLevels();
+ void prepareLiquidNodeDrawing();
+ void getLiquidNeighborhood();
void calculateCornerLevels();
f32 getCornerLevel(int i, int k);
- void drawLiquidSides(bool flowing);
- void drawLiquidTop(bool flowing);
+ void drawLiquidSides();
+ void drawLiquidTop();
// raillike-specific
// name of the group that enables connecting to raillike nodes of different kind
float offset_h, float offset_v = 0.0);
// drawtypes
- void drawLiquidNode(bool flowing);
+ void drawLiquidNode();
void drawGlasslikeNode();
void drawGlasslikeFramedNode();
void drawAllfacesNode();