cube inventory texture rendering thing (not good yet)
[oweals/minetest.git] / src / mapblock.cpp
index bff366addc2e4bee975b40d39b1feecdd0ced727..63f33ffc0d2d0cedb4a3264a728ced5a70946c3b 100644 (file)
@@ -661,7 +661,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
        
        float node_water_level = 1.0;
        if(new_style_water)
-               node_water_level = 0.9;
+               node_water_level = 0.85;
        
        /*
                We are including the faces of the trailing edges of the block.
@@ -1157,13 +1157,13 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                                video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
                                video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
                                video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
-                               video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
+                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
                                                pa_water1.x0(), pa_water1.y1()),
-                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_water1.x1(), pa_water1.y1()),
                                video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+                                               pa_water1.x1(), pa_water1.y1()),
+                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
                                                pa_water1.x1(), pa_water1.y0()),
-                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+                               video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
                                                pa_water1.x0(), pa_water1.y0()),
                        };
 
@@ -1182,7 +1182,8 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                */
                else if(n.d == CONTENT_LEAVES && new_style_leaves)
                {
-                       u8 l = decode_light(n.getLightBlend(daynight_ratio));
+                       /*u8 l = decode_light(n.getLightBlend(daynight_ratio));*/
+                       u8 l = decode_light(undiminish_light(n.getLightBlend(daynight_ratio)));
                        video::SColor c(255,l,l,l);
 
                        for(u32 j=0; j<6; j++)