Add confirmation on new player registration (#6849)
[oweals/minetest.git] / src / mapblock_mesh.cpp
index 0bba644e6c5568846b435ba556d8ea570f5ae6d4..8e3ae9f35d9702c8585a4baaaf39f80c0d10e53c 100644 (file)
@@ -18,19 +18,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "mapblock_mesh.h"
-#include "light.h"
+#include "client.h"
 #include "mapblock.h"
 #include "map.h"
 #include "profiler.h"
-#include "nodedef.h"
+#include "shader.h"
 #include "mesh.h"
 #include "minimap.h"
 #include "content_mapblock.h"
-#include "noise.h"
-#include "shader.h"
-#include "settings.h"
 #include "util/directiontables.h"
-#include <IMeshManipulator.h>
+#include "client/renderingengine.h"
+#include <array>
 
 /*
        MeshMakeData
@@ -38,11 +36,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 MeshMakeData::MeshMakeData(Client *client, bool use_shaders,
                bool use_tangent_vertices):
-       m_vmanip(),
-       m_blockpos(-1337,-1337,-1337),
-       m_crack_pos_relative(-1337, -1337, -1337),
-       m_smooth_lighting(false),
-       m_show_hud(false),
        m_client(client),
        m_use_shaders(use_shaders),
        m_use_tangent_vertices(use_tangent_vertices)
@@ -76,11 +69,10 @@ void MeshMakeData::fill(MapBlock *block)
 
        fillBlockData(v3s16(0,0,0), block->getData());
 
-       // Get map for reading neigbhor blocks
+       // Get map for reading neighbor blocks
        Map *map = block->getParent();
 
-       for (u16 i=0; i<26; i++) {
-               const v3s16 &dir = g_26dirs[i];
+       for (const v3s16 &dir : g_26dirs) {
                v3s16 bp = m_blockpos + dir;
                MapBlock *b = map->getBlockNoCreateNoEx(bp);
                if(b)
@@ -106,14 +98,10 @@ void MeshMakeData::fillSingleNode(MapNode *node)
        MapNode *data = new MapNode[volume];
        for(s32 i = 0; i < volume; i++)
        {
-               if(i == our_node_index)
-               {
+               if (i == our_node_index)
                        data[i] = *node;
-               }
                else
-               {
                        data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
-               }
        }
        m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent());
        delete[] data;
@@ -121,7 +109,7 @@ void MeshMakeData::fillSingleNode(MapNode *node)
 
 void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
 {
-       if(crack_level >= 0)
+       if (crack_level >= 0)
                m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
 }
 
@@ -207,19 +195,9 @@ u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
        Calculate smooth lighting at the XYZ- corner of p.
        Both light banks
 */
-static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
+static u16 getSmoothLightCombined(const v3s16 &p,
+       const std::array<v3s16,8> &dirs, MeshMakeData *data)
 {
-       static const v3s16 dirs8[8] = {
-               v3s16(0,0,0),
-               v3s16(0,0,1),
-               v3s16(0,1,0),
-               v3s16(0,1,1),
-               v3s16(1,0,0),
-               v3s16(1,1,0),
-               v3s16(1,0,1),
-               v3s16(1,1,1),
-       };
-
        INodeDefManager *ndef = data->m_client->ndef();
 
        u16 ambient_occlusion = 0;
@@ -228,15 +206,14 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
        u16 light_day = 0;
        u16 light_night = 0;
 
-       for (u32 i = 0; i < 8; i++)
-       {
-               MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dirs8[i]);
-
-               // if it's CONTENT_IGNORE we can't do any light calculations
-               if (n.getContent() == CONTENT_IGNORE) {
-                       continue;
+       auto add_node = [&] (u8 i, bool obstructed = false) -> bool {
+               if (obstructed) {
+                       ambient_occlusion++;
+                       return false;
                }
-
+               MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p + dirs[i]);
+               if (n.getContent() == CONTENT_IGNORE)
+                       return true;
                const ContentFeatures &f = ndef->get(n);
                if (f.light_source > light_source_max)
                        light_source_max = f.light_source;
@@ -248,17 +225,36 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
                } else {
                        ambient_occlusion++;
                }
-       }
+               return f.light_propagates;
+       };
 
-       if(light_count == 0)
-               return 0xffff;
+       std::array<bool, 4> obstructed = {{ 1, 1, 1, 1 }};
+       add_node(0);
+       bool opaque1 = !add_node(1);
+       bool opaque2 = !add_node(2);
+       bool opaque3 = !add_node(3);
+       obstructed[0] = opaque1 && opaque2;
+       obstructed[1] = opaque1 && opaque3;
+       obstructed[2] = opaque2 && opaque3;
+       for (u8 k = 0; k < 3; ++k)
+               if (add_node(k + 4, obstructed[k]))
+                       obstructed[3] = false;
+       if (add_node(7, obstructed[3])) { // wrap light around nodes
+               ambient_occlusion -= 3;
+               for (u8 k = 0; k < 3; ++k)
+                       add_node(k + 4, !obstructed[k]);
+       }
 
-       light_day /= light_count;
-       light_night /= light_count;
+       if (light_count == 0) {
+               light_day = light_night = 0;
+       } else {
+               light_day /= light_count;
+               light_night /= light_count;
+       }
 
        // Boost brightness around light sources
        bool skip_ambient_occlusion_day = false;
-       if(decode_light(light_source_max) >= light_day) {
+       if (decode_light(light_source_max) >= light_day) {
                light_day = decode_light(light_source_max);
                skip_ambient_occlusion_day = true;
        }
@@ -269,13 +265,12 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
                skip_ambient_occlusion_night = true;
        }
 
-       if (ambient_occlusion > 4)
-       {
-               static const float ao_gamma = rangelim(
+       if (ambient_occlusion > 4) {
+               static thread_local const float ao_gamma = rangelim(
                        g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
 
                // Table of gamma space multiply factors.
-               static const float light_amount[3] = {
+               static thread_local const float light_amount[3] = {
                        powf(0.75, 1.0 / ao_gamma),
                        powf(0.5,  1.0 / ao_gamma),
                        powf(0.25, 1.0 / ao_gamma)
@@ -285,9 +280,11 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
                ambient_occlusion -= 5;
 
                if (!skip_ambient_occlusion_day)
-                       light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255);
+                       light_day = rangelim(core::round32(
+                                       light_day * light_amount[ambient_occlusion]), 0, 255);
                if (!skip_ambient_occlusion_night)
-                       light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255);
+                       light_night = rangelim(core::round32(
+                                       light_night * light_amount[ambient_occlusion]), 0, 255);
        }
 
        return light_day | (light_night << 8);
@@ -296,17 +293,34 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
 /*
        Calculate smooth lighting at the given corner of p.
        Both light banks.
+       Node at p is solid, and thus the lighting is face-dependent.
+*/
+u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data)
+{
+       return getSmoothLightTransparent(p + face_dir, corner - 2 * face_dir, data);
+}
+
+/*
+       Calculate smooth lighting at the given corner of p.
+       Both light banks.
+       Node at p is not solid, and the lighting is not face-dependent.
 */
-u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
+u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data)
 {
-       if(corner.X == 1) p.X += 1;
-       // else corner.X == -1
-       if(corner.Y == 1) p.Y += 1;
-       // else corner.Y == -1
-       if(corner.Z == 1) p.Z += 1;
-       // else corner.Z == -1
-
-       return getSmoothLightCombined(p, data);
+       const std::array<v3s16,8> dirs = {{
+               // Always shine light
+               v3s16(0,0,0),
+               v3s16(corner.X,0,0),
+               v3s16(0,corner.Y,0),
+               v3s16(0,0,corner.Z),
+
+               // Can be obstructed
+               v3s16(corner.X,corner.Y,0),
+               v3s16(corner.X,0,corner.Z),
+               v3s16(0,corner.Y,corner.Z),
+               v3s16(corner.X,corner.Y,corner.Z)
+       }};
+       return getSmoothLightCombined(p, dirs, data);
 }
 
 void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){
@@ -369,49 +383,38 @@ static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
                2: top-left
                3: top-right
        */
-       if(dir == v3s16(0,0,1))
-       {
+       if (dir == v3s16(0, 0, 1)) {
                // If looking towards z+, this is the face that is behind
                // the center point, facing towards z+.
                vertex_dirs[0] = v3s16(-1,-1, 1);
                vertex_dirs[1] = v3s16( 1,-1, 1);
                vertex_dirs[2] = v3s16( 1, 1, 1);
                vertex_dirs[3] = v3s16(-1, 1, 1);
-       }
-       else if(dir == v3s16(0,0,-1))
-       {
+       } else if (dir == v3s16(0, 0, -1)) {
                // faces towards Z-
                vertex_dirs[0] = v3s16( 1,-1,-1);
                vertex_dirs[1] = v3s16(-1,-1,-1);
                vertex_dirs[2] = v3s16(-1, 1,-1);
                vertex_dirs[3] = v3s16( 1, 1,-1);
-       }
-       else if(dir == v3s16(1,0,0))
-       {
+       } else if (dir == v3s16(1, 0, 0)) {
                // faces towards X+
                vertex_dirs[0] = v3s16( 1,-1, 1);
                vertex_dirs[1] = v3s16( 1,-1,-1);
                vertex_dirs[2] = v3s16( 1, 1,-1);
                vertex_dirs[3] = v3s16( 1, 1, 1);
-       }
-       else if(dir == v3s16(-1,0,0))
-       {
+       } else if (dir == v3s16(-1, 0, 0)) {
                // faces towards X-
                vertex_dirs[0] = v3s16(-1,-1,-1);
                vertex_dirs[1] = v3s16(-1,-1, 1);
                vertex_dirs[2] = v3s16(-1, 1, 1);
                vertex_dirs[3] = v3s16(-1, 1,-1);
-       }
-       else if(dir == v3s16(0,1,0))
-       {
+       } else if (dir == v3s16(0, 1, 0)) {
                // faces towards Y+ (assume Z- as "down" in texture)
                vertex_dirs[0] = v3s16( 1, 1,-1);
                vertex_dirs[1] = v3s16(-1, 1,-1);
                vertex_dirs[2] = v3s16(-1, 1, 1);
                vertex_dirs[3] = v3s16( 1, 1, 1);
-       }
-       else if(dir == v3s16(0,-1,0))
-       {
+       } else if (dir == v3s16(0, -1, 0)) {
                // faces towards Y- (assume Z+ as "down" in texture)
                vertex_dirs[0] = v3s16( 1,-1, 1);
                vertex_dirs[1] = v3s16(-1,-1, 1);
@@ -420,6 +423,31 @@ static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
        }
 }
 
+static void getNodeTextureCoords(v3f base, const v3f &scale, v3s16 dir, float *u, float *v)
+{
+       if (dir.X > 0 || dir.Y > 0 || dir.Z < 0)
+               base -= scale;
+       if (dir == v3s16(0,0,1)) {
+               *u = -base.X - 1;
+               *v = -base.Y - 1;
+       } else if (dir == v3s16(0,0,-1)) {
+               *u = base.X + 1;
+               *v = -base.Y - 2;
+       } else if (dir == v3s16(1,0,0)) {
+               *u = base.Z + 1;
+               *v = -base.Y - 2;
+       } else if (dir == v3s16(-1,0,0)) {
+               *u = -base.Z - 1;
+               *v = -base.Y - 1;
+       } else if (dir == v3s16(0,1,0)) {
+               *u = base.X + 1;
+               *v = -base.Z - 2;
+       } else if (dir == v3s16(0,-1,0)) {
+               *u = base.X;
+               *v = base.Z;
+       }
+}
+
 struct FastFace
 {
        TileLayer layer;
@@ -431,27 +459,29 @@ struct FastFace
         */
        bool vertex_0_2_connected;
        u8 layernum;
+       bool world_aligned;
 };
 
-static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
-       v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &dest)
+static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
+       v3f tp, v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &dest)
 {
        // Position is at the center of the cube.
        v3f pos = p * BS;
 
-       float x0 = 0.0;
-       float y0 = 0.0;
-       float w = 1.0;
-       float h = 1.0;
+       float x0 = 0.0f;
+       float y0 = 0.0f;
+       float w = 1.0f;
+       float h = 1.0f;
 
        v3f vertex_pos[4];
        v3s16 vertex_dirs[4];
        getNodeVertexDirs(dir, vertex_dirs);
+       if (tile.world_aligned)
+               getNodeTextureCoords(tp, scale, dir, &x0, &y0);
 
        v3s16 t;
        u16 t1;
-       switch (tile.rotation)
-       {
+       switch (tile.rotation) {
        case 0:
                break;
        case 1: //R90
@@ -460,11 +490,11 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
                vertex_dirs[3] = vertex_dirs[2];
                vertex_dirs[2] = vertex_dirs[1];
                vertex_dirs[1] = t;
-               t1=li0;
-               li0=li3;
-               li3=li2;
-               li2=li1;
-               li1=t1;
+               t1  = li0;
+               li0 = li3;
+               li3 = li2;
+               li2 = li1;
+               li1 = t1;
                break;
        case 2: //R180
                t = vertex_dirs[0];
@@ -560,27 +590,25 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
                break;
        }
 
-       for(u16 i=0; i<4; i++)
-       {
+       for (u16 i = 0; i < 4; i++) {
                vertex_pos[i] = v3f(
-                               BS/2*vertex_dirs[i].X,
-                               BS/2*vertex_dirs[i].Y,
-                               BS/2*vertex_dirs[i].Z
+                               BS / 2 * vertex_dirs[i].X,
+                               BS / 2 * vertex_dirs[i].Y,
+                               BS / 2 * vertex_dirs[i].Z
                );
        }
 
-       for(u16 i=0; i<4; i++)
-       {
-               vertex_pos[i].X *= scale.X;
-               vertex_pos[i].Y *= scale.Y;
-               vertex_pos[i].Z *= scale.Z;
-               vertex_pos[i] += pos;
+       for (v3f &vpos : vertex_pos) {
+               vpos.X *= scale.X;
+               vpos.Y *= scale.Y;
+               vpos.Z *= scale.Z;
+               vpos += pos;
        }
 
-       f32 abs_scale = 1.0;
-       if     (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
-       else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
-       else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
+       f32 abs_scale = 1.0f;
+       if      (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X;
+       else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y;
+       else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z;
 
        v3f normal(dir.X, dir.Y, dir.Z);
 
@@ -603,11 +631,12 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
                core::vector2d<f32>(x0 + w * abs_scale, y0) };
 
        for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
-               TileLayer *layer = &tile.layers[layernum];
+               const TileLayer *layer = &tile.layers[layernum];
                if (layer->texture_id == 0)
                        continue;
 
-               dest.push_back(FastFace());
+               // equivalent to dest.push_back(FastFace()) but faster
+               dest.emplace_back();
                FastFace& face = *dest.rbegin();
 
                for (u8 i = 0; i < 4; i++) {
@@ -627,6 +656,8 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
 
                face.layer = *layer;
                face.layernum = layernum;
+
+               face.world_aligned = tile.world_aligned;
        }
 }
 
@@ -645,74 +676,66 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
 {
        *equivalent = false;
 
-       if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
+       if (m1 == m2 || m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
                return 0;
 
-       bool contents_differ = (m1 != m2);
-
        const ContentFeatures &f1 = ndef->get(m1);
        const ContentFeatures &f2 = ndef->get(m2);
 
        // Contents don't differ for different forms of same liquid
-       if(f1.sameLiquid(f2))
-               contents_differ = false;
+       if (f1.sameLiquid(f2))
+               return 0;
 
        u8 c1 = f1.solidness;
        u8 c2 = f2.solidness;
 
-       bool solidness_differs = (c1 != c2);
-       bool makes_face = contents_differ && solidness_differs;
-
-       if(makes_face == false)
+       if (c1 == c2)
                return 0;
 
-       if(c1 == 0)
+       if (c1 == 0)
                c1 = f1.visual_solidness;
-       if(c2 == 0)
+       else if (c2 == 0)
                c2 = f2.visual_solidness;
 
-       if(c1 == c2){
+       if (c1 == c2) {
                *equivalent = true;
                // If same solidness, liquid takes precense
-               if(f1.isLiquid())
+               if (f1.isLiquid())
                        return 1;
-               if(f2.isLiquid())
+               if (f2.isLiquid())
                        return 2;
        }
 
-       if(c1 > c2)
+       if (c1 > c2)
                return 1;
-       else
-               return 2;
+
+       return 2;
 }
 
 /*
        Gets nth node tile (0 <= n <= 5).
 */
-TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
+void getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data, TileSpec &tile)
 {
        INodeDefManager *ndef = data->m_client->ndef();
        const ContentFeatures &f = ndef->get(mn);
-       TileSpec tile = f.tiles[tileindex];
-       TileLayer *top_layer = NULL;
-       for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
-               TileLayer *layer = &tile.layers[layernum];
-               if (layer->texture_id == 0)
+       tile = f.tiles[tileindex];
+       bool has_crack = p == data->m_crack_pos_relative;
+       for (TileLayer &layer : tile.layers) {
+               if (layer.texture_id == 0)
                        continue;
-               top_layer = layer;
-               if (!layer->has_color)
-                       mn.getColor(f, &(layer->color));
+               if (!layer.has_color)
+                       mn.getColor(f, &(layer.color));
+               // Apply temporary crack
+               if (has_crack)
+                       layer.material_flags |= MATERIAL_FLAG_CRACK;
        }
-       // Apply temporary crack
-       if (p == data->m_crack_pos_relative)
-               top_layer->material_flags |= MATERIAL_FLAG_CRACK;
-       return tile;
 }
 
 /*
        Gets node tile given a face direction.
 */
-TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
+void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &tile)
 {
        INodeDefManager *ndef = data->m_client->ndef();
 
@@ -729,7 +752,7 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
        //  5 = (0,0,-1)
        //  6 = (0,-1,0)
        //  7 = (-1,0,0)
-       u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7)*2;
+       u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7) * 2;
 
        // Get rotation for things like chests
        u8 facedir = mn.getFaceDir(ndef);
@@ -768,10 +791,9 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
                   0,0,  4,2 , 1,1 , 2,2 ,  0,0,  3,2 , 0,3 , 5,2
 
        };
-       u16 tile_index=facedir*16 + dir_i;
-       TileSpec tile = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
-       tile.rotation = dir_to_tile[tile_index + 1];
-       return tile;
+       u16 tile_index = facedir * 16 + dir_i;
+       getNodeTileN(mn, p, dir_to_tile[tile_index], data, tile);
+       tile.rotation = tile.world_aligned ? 0 : dir_to_tile[tile_index + 1];
 }
 
 static void getTileInfo(
@@ -791,7 +813,7 @@ static void getTileInfo(
        INodeDefManager *ndef = data->m_client->ndef();
        v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
 
-       MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p);
+       const MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p);
 
        // Don't even try to get n1 if n0 is already CONTENT_IGNORE
        if (n0.getContent() == CONTENT_IGNORE) {
@@ -799,8 +821,7 @@ static void getTileInfo(
                return;
        }
 
-       const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(
-               blockpos_nodes + p + face_dir);
+       const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir);
 
        if (n1.getContent() == CONTENT_IGNORE) {
                makes_face = false;
@@ -812,8 +833,7 @@ static void getTileInfo(
        u8 mf = face_contents(n0.getContent(), n1.getContent(),
                        &equivalent, ndef);
 
-       if(mf == 0)
-       {
+       if (mf == 0) {
                makes_face = false;
                return;
        }
@@ -830,34 +850,28 @@ static void getTileInfo(
                p_corrected = p + face_dir;
                face_dir_corrected = -face_dir;
        }
-       tile = getNodeTile(n, p_corrected, face_dir_corrected, data);
+
+       getNodeTile(n, p_corrected, face_dir_corrected, data, tile);
        const ContentFeatures &f = ndef->get(n);
        tile.emissive_light = f.light_source;
 
        // eg. water and glass
-       if (equivalent)
-               for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++)
-                       tile.layers[layernum].material_flags |=
-                               MATERIAL_FLAG_BACKFACE_CULLING;
+       if (equivalent) {
+               for (TileLayer &layer : tile.layers)
+                       layer.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
+       }
 
-       if (data->m_smooth_lighting == false)
-       {
+       if (!data->m_smooth_lighting) {
                lights[0] = lights[1] = lights[2] = lights[3] =
                                getFaceLight(n0, n1, face_dir, ndef);
-       }
-       else
-       {
+       } else {
                v3s16 vertex_dirs[4];
                getNodeVertexDirs(face_dir_corrected, vertex_dirs);
-               for(u16 i=0; i<4; i++)
-               {
-                       lights[i] = getSmoothLight(
-                                       blockpos_nodes + p_corrected,
-                                       vertex_dirs[i], data);
-               }
-       }
 
-       return;
+               v3s16 light_p = blockpos_nodes + p_corrected;
+               for (u16 i = 0; i < 4; i++)
+                       lights[i] = getSmoothLightSolid(light_p, face_dir_corrected, vertex_dirs[i], data);
+       }
 }
 
 /*
@@ -867,11 +881,10 @@ static void getTileInfo(
 */
 static void updateFastFaceRow(
                MeshMakeData *data,
-               v3s16 startpos,
+               const v3s16 &&startpos,
                v3s16 translate_dir,
-               v3f translate_dir_f,
-               v3s16 face_dir,
-               v3f face_dir_f,
+               const v3f &&translate_dir_f,
+               const v3s16 &&face_dir,
                std::vector<FastFace> &dest)
 {
        v3s16 p = startpos;
@@ -881,7 +894,7 @@ static void updateFastFaceRow(
        bool makes_face = false;
        v3s16 p_corrected;
        v3s16 face_dir_corrected;
-       u16 lights[4] = {0,0,0,0};
+       u16 lights[4] = {0, 0, 0, 0};
        TileSpec tile;
        getTileInfo(data, p, face_dir,
                        makes_face, p_corrected, face_dir_corrected,
@@ -898,8 +911,7 @@ static void updateFastFaceRow(
                bool next_makes_face = false;
                v3s16 next_p_corrected;
                v3s16 next_face_dir_corrected;
-               u16 next_lights[4] = {0,0,0,0};
-
+               u16 next_lights[4] = {0, 0, 0, 0};
 
                // If at last position, there is nothing to compare to and
                // the face must be drawn anyway
@@ -914,16 +926,12 @@ static void updateFastFaceRow(
                        if (next_makes_face == makes_face
                                        && next_p_corrected == p_corrected + translate_dir
                                        && next_face_dir_corrected == face_dir_corrected
-                                       && next_lights[0] == lights[0]
-                                       && next_lights[1] == lights[1]
-                                       && next_lights[2] == lights[2]
-                                       && next_lights[3] == lights[3]
+                                       && memcmp(next_lights, lights, ARRLEN(lights) * sizeof(u16)) == 0
                                        && next_tile.isTileable(tile)) {
                                next_is_different = false;
                                continuous_tiles_count++;
                        }
                }
-
                if (next_is_different) {
                        /*
                                Create a face if there should be one
@@ -932,26 +940,23 @@ static void updateFastFaceRow(
                                // Floating point conversion of the position vector
                                v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
                                // Center point of face (kind of)
-                               v3f sp = pf - ((f32)continuous_tiles_count / 2.0 - 0.5) * translate_dir_f;
-                               v3f scale(1,1,1);
+                               v3f sp = pf - ((f32)continuous_tiles_count * 0.5f - 0.5f)
+                                       * translate_dir_f;
+                               v3f scale(1, 1, 1);
 
-                               if(translate_dir.X != 0) {
+                               if (translate_dir.X != 0)
                                        scale.X = continuous_tiles_count;
-                               }
-                               if(translate_dir.Y != 0) {
+                               if (translate_dir.Y != 0)
                                        scale.Y = continuous_tiles_count;
-                               }
-                               if(translate_dir.Z != 0) {
+                               if (translate_dir.Z != 0)
                                        scale.Z = continuous_tiles_count;
-                               }
 
                                makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
-                                               sp, face_dir_corrected, scale, dest);
+                                               pf, sp, face_dir_corrected, scale, dest);
 
                                g_profiler->avg("Meshgen: faces drawn by tiling", 0);
-                               for(int i = 1; i < continuous_tiles_count; i++){
+                               for (int i = 1; i < continuous_tiles_count; i++)
                                        g_profiler->avg("Meshgen: faces drawn by tiling", 1);
-                               }
                        }
 
                        continuous_tiles_count = 1;
@@ -973,47 +978,38 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        /*
                Go through every y,z and get top(y+) faces in rows of x+
        */
-       for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
-               for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
-                       updateFastFaceRow(data,
-                                       v3s16(0,y,z),
-                                       v3s16(1,0,0), //dir
-                                       v3f  (1,0,0),
-                                       v3s16(0,1,0), //face dir
-                                       v3f  (0,1,0),
-                                       dest);
-               }
-       }
+       for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
+       for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+               updateFastFaceRow(data,
+                               v3s16(0, y, z),
+                               v3s16(1, 0, 0), //dir
+                               v3f  (1, 0, 0),
+                               v3s16(0, 1, 0), //face dir
+                               dest);
 
        /*
                Go through every x,y and get right(x+) faces in rows of z+
        */
-       for(s16 x = 0; x < MAP_BLOCKSIZE; x++) {
-               for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
-                       updateFastFaceRow(data,
-                                       v3s16(x,y,0),
-                                       v3s16(0,0,1), //dir
-                                       v3f  (0,0,1),
-                                       v3s16(1,0,0), //face dir
-                                       v3f  (1,0,0),
-                                       dest);
-               }
-       }
+       for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
+       for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
+               updateFastFaceRow(data,
+                               v3s16(x, y, 0),
+                               v3s16(0, 0, 1), //dir
+                               v3f  (0, 0, 1),
+                               v3s16(1, 0, 0), //face dir
+                               dest);
 
        /*
                Go through every y,z and get back(z+) faces in rows of x+
        */
-       for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
-               for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
-                       updateFastFaceRow(data,
-                                       v3s16(0,y,z),
-                                       v3s16(1,0,0), //dir
-                                       v3f  (1,0,0),
-                                       v3s16(0,0,1), //face dir
-                                       v3f  (0,0,1),
-                                       dest);
-               }
-       }
+       for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+       for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
+               updateFastFaceRow(data,
+                               v3s16(0, y, z),
+                               v3s16(1, 0, 0), //dir
+                               v3f  (1, 0, 0),
+                               v3s16(0, 0, 1), //face dir
+                               dest);
 }
 
 /*
@@ -1022,18 +1018,14 @@ static void updateAllFastFaceRows(MeshMakeData *data,
 
 MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        m_minimap_mapblock(NULL),
-       m_client(data->m_client),
-       m_driver(m_client->tsrc()->getDevice()->getVideoDriver()),
-       m_tsrc(m_client->getTextureSource()),
-       m_shdrsrc(m_client->getShaderSource()),
+       m_tsrc(data->m_client->getTextureSource()),
+       m_shdrsrc(data->m_client->getShaderSource()),
        m_animation_force_timer(0), // force initial animation
        m_last_crack(-1),
-       m_crack_materials(),
-       m_last_daynight_ratio((u32) -1),
-       m_daynight_diffs()
+       m_last_daynight_ratio((u32) -1)
 {
-       for (int m = 0; m < MAX_TILE_LAYERS; m++)
-               m_mesh[m] = new scene::SMesh();
+       for (auto &m : m_mesh)
+               m = new scene::SMesh();
        m_enable_shaders = data->m_use_shaders;
        m_use_tangent_vertices = data->m_use_tangent_vertices;
        m_enable_vbo = g_settings->getBool("enable_vbo");
@@ -1076,20 +1068,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                // (NOTE: probably outdated)
                //TimeTaker timer2("MeshCollector building");
 
-               for (u32 i = 0; i < fastfaces_new.size(); i++) {
-                       FastFace &f = fastfaces_new[i];
+               for (const FastFace &f : fastfaces_new) {
+                       static const u16 indices[] = {0, 1, 2, 2, 3, 0};
+                       static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
 
-                       const u16 indices[] = {0,1,2,2,3,0};
-                       const u16 indices_alternate[] = {0,1,3,2,3,1};
-
-                       if (f.layer.texture == NULL)
+                       if (!f.layer.texture)
                                continue;
 
                        const u16 *indices_p =
                                f.vertex_0_2_connected ? indices : indices_alternate;
 
                        collector.append(f.layer, f.vertices, 4, indices_p, 6,
-                               f.layernum);
+                               f.layernum, f.world_aligned);
                }
        }
 
@@ -1119,18 +1109,21 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 
                        // Generate animation data
                        // - Cracks
-                       if(p.layer.material_flags & MATERIAL_FLAG_CRACK)
-                       {
+                       if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
                                // Find the texture name plus ^[crack:N:
                                std::ostringstream os(std::ios::binary);
-                               os<<m_tsrc->getTextureName(p.layer.texture_id)<<"^[crack";
-                               if(p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
-                                       os<<"o";  // use ^[cracko
-                               os<<":"<<(u32)p.layer.animation_frame_count<<":";
-                               m_crack_materials.insert(std::make_pair(std::pair<u8, u32>(layer, i), os.str()));
+                               os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack";
+                               if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
+                                       os << "o";  // use ^[cracko
+                               u8 tiles = p.layer.scale;
+                               if (tiles > 1)
+                                       os << ":" << (u32)tiles;
+                               os << ":" << (u32)p.layer.animation_frame_count << ":";
+                               m_crack_materials.insert(std::make_pair(
+                                               std::pair<u8, u32>(layer, i), os.str()));
                                // Replace tile texture with the cracked one
                                p.layer.texture = m_tsrc->getTextureForMesh(
-                                               os.str()+"0",
+                                               os.str() + "0",
                                                &p.layer.texture_id);
                        }
                        // - Texture animation
@@ -1138,9 +1131,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                                // Add to MapBlockMesh in order to animate these tiles
                                m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
                                m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
-                               if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
+                               if (g_settings->getBool(
+                                               "desynchronize_mapblock_texture_animation")) {
                                        // Get starting position from noise
-                                       m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 100000 * (2.0 + noise3d(
+                                       m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] =
+                                                       100000 * (2.0 + noise3d(
                                                        data->m_blockpos.X, data->m_blockpos.Y,
                                                        data->m_blockpos.Z, 0));
                                } else {
@@ -1148,8 +1143,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                                        m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 0;
                                }
                                // Replace tile texture with the first animation frame
-                               FrameSpec animation_frame = p.layer.frames[0];
-                               p.layer.texture = animation_frame.texture;
+                               p.layer.texture = (*p.layer.frames)[0].texture;
                        }
 
                        if (!m_enable_shaders) {
@@ -1157,8 +1151,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                                // Dummy sunlight to handle non-sunlit areas
                                video::SColorf sunlight;
                                get_sunlight_color(&sunlight, 0);
-                               u32 vertex_count =
-                                       m_use_tangent_vertices ?
+                               u32 vertex_count = m_use_tangent_vertices ?
                                                p.tangent_vertices.size() : p.vertices.size();
                                for (u32 j = 0; j < vertex_count; j++) {
                                        video::SColor *vc;
@@ -1188,11 +1181,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                        material.setTexture(0, p.layer.texture);
 
                        if (m_enable_shaders) {
-                               material.MaterialType = m_shdrsrc->getShaderInfo(p.layer.shader_id).material;
+                               material.MaterialType = m_shdrsrc->getShaderInfo(
+                                               p.layer.shader_id).material;
                                p.layer.applyMaterialOptionsWithShaders(material);
-                               if (p.layer.normal_texture) {
+                               if (p.layer.normal_texture)
                                        material.setTexture(1, p.layer.normal_texture);
-                               }
                                material.setTexture(2, p.layer.flags_texture);
                        } else {
                                p.layer.applyMaterialOptions(material);
@@ -1202,7 +1195,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 
                        // Create meshbuffer, add to mesh
                        if (m_use_tangent_vertices) {
-                               scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
+                               scene::SMeshBufferTangents *buf =
+                                               new scene::SMeshBufferTangents();
                                // Set material
                                buf->Material = material;
                                // Add to mesh
@@ -1224,7 +1218,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                        }
                }
 
-
                /*
                        Do some stuff to the mesh
                */
@@ -1234,23 +1227,21 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 
                if (m_use_tangent_vertices) {
                        scene::IMeshManipulator* meshmanip =
-                               m_client->getSceneManager()->getMeshManipulator();
+                               RenderingEngine::get_scene_manager()->getMeshManipulator();
                        meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
                }
 
-               if (m_mesh[layer])
-               {
+               if (m_mesh[layer]) {
 #if 0
                        // Usually 1-700 faces and 1-7 materials
-                       std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
-                                       <<"and uses "<<m_mesh[layer]->getMeshBufferCount()
-                                       <<" materials (meshbuffers)"<<std::endl;
+                       std::cout << "Updated MapBlock has " << fastfaces_new.size()
+                                       << " faces and uses " << m_mesh[layer]->getMeshBufferCount()
+                                       << " materials (meshbuffers)" << std::endl;
 #endif
 
                        // Use VBO for mesh (this just would set this for ever buffer)
-                       if (m_enable_vbo) {
+                       if (m_enable_vbo)
                                m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
-                       }
                }
        }
 
@@ -1265,22 +1256,22 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 
 MapBlockMesh::~MapBlockMesh()
 {
-       for (int m = 0; m < MAX_TILE_LAYERS; m++) {
-               if (m_enable_vbo && m_mesh[m])
-                       for (u32 i = 0; i < m_mesh[m]->getMeshBufferCount(); i++) {
-                               scene::IMeshBuffer *buf = m_mesh[m]->getMeshBuffer(i);
-                               m_driver->removeHardwareBuffer(buf);
+       for (scene::IMesh *m : m_mesh) {
+               if (m_enable_vbo && m)
+                       for (u32 i = 0; i < m->getMeshBufferCount(); i++) {
+                               scene::IMeshBuffer *buf = m->getMeshBuffer(i);
+                               RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
                        }
-               m_mesh[m]->drop();
-               m_mesh[m] = NULL;
+               m->drop();
+               m = NULL;
        }
        delete m_minimap_mapblock;
 }
 
-bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
+bool MapBlockMesh::animate(bool faraway, float time, int crack,
+       u32 daynight_ratio)
 {
-       if(!m_has_animation)
-       {
+       if (!m_has_animation) {
                m_animation_force_timer = 100000;
                return false;
        }
@@ -1288,32 +1279,29 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        m_animation_force_timer = myrand_range(5, 100);
 
        // Cracks
-       if(crack != m_last_crack)
-       {
-               for (std::map<std::pair<u8, u32>, std::string>::iterator i =
-                               m_crack_materials.begin(); i != m_crack_materials.end(); ++i) {
-                       scene::IMeshBuffer *buf = m_mesh[i->first.first]->
-                               getMeshBuffer(i->first.second);
-                       std::string basename = i->second;
+       if (crack != m_last_crack) {
+               for (auto &crack_material : m_crack_materials) {
+                       scene::IMeshBuffer *buf = m_mesh[crack_material.first.first]->
+                               getMeshBuffer(crack_material.first.second);
+                       std::string basename = crack_material.second;
 
                        // Create new texture name from original
                        std::ostringstream os;
-                       os<<basename<<crack;
+                       os << basename << crack;
                        u32 new_texture_id = 0;
                        video::ITexture *new_texture =
-                               m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
+                                       m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
                        buf->getMaterial().setTexture(0, new_texture);
 
                        // If the current material is also animated,
                        // update animation info
-                       std::map<std::pair<u8, u32>, TileLayer>::iterator anim_iter =
-                               m_animation_tiles.find(i->first);
-                       if (anim_iter != m_animation_tiles.end()){
+                       auto anim_iter = m_animation_tiles.find(crack_material.first);
+                       if (anim_iter != m_animation_tiles.end()) {
                                TileLayer &tile = anim_iter->second;
                                tile.texture = new_texture;
                                tile.texture_id = new_texture_id;
                                // force animation update
-                               m_animation_frames[i->first] = -1;
+                               m_animation_frames[crack_material.first] = -1;
                        }
                }
 
@@ -1321,55 +1309,47 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        }
 
        // Texture animation
-       for (std::map<std::pair<u8, u32>, TileLayer>::iterator i =
-                       m_animation_tiles.begin(); i != m_animation_tiles.end(); ++i) {
-               const TileLayer &tile = i->second;
+       for (auto &animation_tile : m_animation_tiles) {
+               const TileLayer &tile = animation_tile.second;
                // Figure out current frame
-               int frameoffset = m_animation_frame_offsets[i->first];
+               int frameoffset = m_animation_frame_offsets[animation_tile.first];
                int frame = (int)(time * 1000 / tile.animation_frame_length_ms
                                + frameoffset) % tile.animation_frame_count;
                // If frame doesn't change, skip
-               if(frame == m_animation_frames[i->first])
+               if (frame == m_animation_frames[animation_tile.first])
                        continue;
 
-               m_animation_frames[i->first] = frame;
+               m_animation_frames[animation_tile.first] = frame;
 
-               scene::IMeshBuffer *buf = m_mesh[i->first.first]->
-                       getMeshBuffer(i->first.second);
+               scene::IMeshBuffer *buf = m_mesh[animation_tile.first.first]->
+                       getMeshBuffer(animation_tile.first.second);
 
-               FrameSpec animation_frame = tile.frames[frame];
+               const FrameSpec &animation_frame = (*tile.frames)[frame];
                buf->getMaterial().setTexture(0, animation_frame.texture);
                if (m_enable_shaders) {
-                       if (animation_frame.normal_texture) {
-                               buf->getMaterial().setTexture(1, animation_frame.normal_texture);
-                       }
+                       if (animation_frame.normal_texture)
+                               buf->getMaterial().setTexture(1,
+                                       animation_frame.normal_texture);
                        buf->getMaterial().setTexture(2, animation_frame.flags_texture);
                }
        }
 
        // Day-night transition
-       if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
-       {
+       if (!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) {
                // Force reload mesh to VBO
                if (m_enable_vbo)
-                       for (int m = 0; m < MAX_TILE_LAYERS; m++)
-                               m_mesh[m]->setDirty();
+                       for (scene::IMesh *m : m_mesh)
+                               m->setDirty();
                video::SColorf day_color;
                get_sunlight_color(&day_color, daynight_ratio);
-               for(std::map<std::pair<u8, u32>, std::map<u32, video::SColor > >::iterator
-                               i = m_daynight_diffs.begin();
-                               i != m_daynight_diffs.end(); ++i)
-               {
-                       scene::IMeshBuffer *buf = m_mesh[i->first.first]->
-                               getMeshBuffer(i->first.second);
+
+               for (auto &daynight_diff : m_daynight_diffs) {
+                       scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
+                               getMeshBuffer(daynight_diff.first.second);
                        video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
-                       for(std::map<u32, video::SColor >::iterator
-                                       j = i->second.begin();
-                                       j != i->second.end(); ++j)
-                       {
-                               final_color_blend(&(vertices[j->first].Color),
-                                       j->second, day_color);
-                       }
+                       for (const auto &j : daynight_diff.second)
+                               final_color_blend(&(vertices[j.first].Color), j.second,
+                                               day_color);
                }
                m_last_daynight_ratio = daynight_ratio;
        }
@@ -1380,12 +1360,11 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
 void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
 {
        if (camera_offset != m_camera_offset) {
-               for (u8 layer = 0; layer < 2; layer++) {
-                       translateMesh(m_mesh[layer],
+               for (scene::IMesh *layer : m_mesh) {
+                       translateMesh(layer,
                                intToFloat(m_camera_offset - camera_offset, BS));
-                       if (m_enable_vbo) {
-                               m_mesh[layer]->setDirty();
-                       }
+                       if (m_enable_vbo)
+                               layer->setDirty();
                }
                m_camera_offset = camera_offset;
        }
@@ -1404,30 +1383,28 @@ void MeshCollector::append(const TileSpec &tile,
                if (layer->texture_id == 0)
                        continue;
                append(*layer, vertices, numVertices, indices, numIndices,
-                       layernum);
+                       layernum, tile.world_aligned);
        }
 }
 
 void MeshCollector::append(const TileLayer &layer,
                const video::S3DVertex *vertices, u32 numVertices,
-               const u16 *indices, u32 numIndices, u8 layernum)
+               const u16 *indices, u32 numIndices, u8 layernum,
+               bool use_scale)
 {
        if (numIndices > 65535) {
-               dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
+               dstream << "FIXME: MeshCollector::append() called with numIndices="
+                               << numIndices << " (limit 65535)" << std::endl;
                return;
        }
        std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
 
        PreMeshBuffer *p = NULL;
-       for (u32 i = 0; i < buffers->size(); i++) {
-               PreMeshBuffer &pp = (*buffers)[i];
-               if (pp.layer != layer)
-                       continue;
-               if (pp.indices.size() + numIndices > 65535)
-                       continue;
-
-               p = &pp;
-               break;
+       for (PreMeshBuffer &pp : *buffers) {
+               if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
+                       p = &pp;
+                       break;
+               }
        }
 
        if (p == NULL) {
@@ -1437,19 +1414,25 @@ void MeshCollector::append(const TileLayer &layer,
                p = &(*buffers)[buffers->size() - 1];
        }
 
+       f32 scale = 1.0;
+       if (use_scale)
+               scale = 1.0 / layer.scale;
+
        u32 vertex_count;
        if (m_use_tangent_vertices) {
                vertex_count = p->tangent_vertices.size();
                for (u32 i = 0; i < numVertices; i++) {
+
                        video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
-                               vertices[i].Color, vertices[i].TCoords);
+                                       vertices[i].Color, scale * vertices[i].TCoords);
                        p->tangent_vertices.push_back(vert);
                }
        } else {
                vertex_count = p->vertices.size();
                for (u32 i = 0; i < numVertices; i++) {
                        video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal,
-                               vertices[i].Color, vertices[i].TCoords);
+                                       vertices[i].Color, scale * vertices[i].TCoords);
+
                        p->vertices.push_back(vert);
                }
        }
@@ -1474,31 +1457,29 @@ void MeshCollector::append(const TileSpec &tile,
                if (layer->texture_id == 0)
                        continue;
                append(*layer, vertices, numVertices, indices, numIndices, pos,
-                       c, light_source, layernum);
+                               c, light_source, layernum, tile.world_aligned);
        }
 }
 
 void MeshCollector::append(const TileLayer &layer,
                const video::S3DVertex *vertices, u32 numVertices,
                const u16 *indices, u32 numIndices,
-               v3f pos, video::SColor c, u8 light_source, u8 layernum)
+               v3f pos, video::SColor c, u8 light_source, u8 layernum,
+               bool use_scale)
 {
        if (numIndices > 65535) {
-               dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
+               dstream << "FIXME: MeshCollector::append() called with numIndices="
+                               << numIndices << " (limit 65535)" << std::endl;
                return;
        }
        std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
 
        PreMeshBuffer *p = NULL;
-       for (u32 i = 0; i < buffers->size(); i++) {
-               PreMeshBuffer &pp = (*buffers)[i];
-               if(pp.layer != layer)
-                       continue;
-               if(pp.indices.size() + numIndices > 65535)
-                       continue;
-
-               p = &pp;
-               break;
+       for (PreMeshBuffer &pp : *buffers) {
+               if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
+                       p = &pp;
+                       break;
+               }
        }
 
        if (p == NULL) {
@@ -1508,6 +1489,10 @@ void MeshCollector::append(const TileLayer &layer,
                p = &(*buffers)[buffers->size() - 1];
        }
 
+       f32 scale = 1.0;
+       if (use_scale)
+               scale = 1.0 / layer.scale;
+
        video::SColor original_c = c;
        u32 vertex_count;
        if (m_use_tangent_vertices) {
@@ -1518,7 +1503,7 @@ void MeshCollector::append(const TileLayer &layer,
                                applyFacesShading(c, vertices[i].Normal);
                        }
                        video::S3DVertexTangents vert(vertices[i].Pos + pos,
-                               vertices[i].Normal, c, vertices[i].TCoords);
+                                       vertices[i].Normal, c, scale * vertices[i].TCoords);
                        p->tangent_vertices.push_back(vert);
                }
        } else {
@@ -1529,7 +1514,7 @@ void MeshCollector::append(const TileLayer &layer,
                                applyFacesShading(c, vertices[i].Normal);
                        }
                        video::S3DVertex vert(vertices[i].Pos + pos, vertices[i].Normal, c,
-                               vertices[i].TCoords);
+                               scale * vertices[i].TCoords);
                        p->vertices.push_back(vert);
                }
        }
@@ -1543,15 +1528,13 @@ void MeshCollector::append(const TileLayer &layer,
 void MeshCollector::applyTileColors()
 {
        if (m_use_tangent_vertices)
-               for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
-                       std::vector<PreMeshBuffer> *p = &prebuffers[layer];
-                       for (std::vector<PreMeshBuffer>::iterator it = p->begin();
-                                       it != p->end(); ++it) {
-                               video::SColor tc = it->layer.color;
+               for (auto &prebuffer : prebuffers) {
+                       for (PreMeshBuffer &pmb : prebuffer) {
+                               video::SColor tc = pmb.layer.color;
                                if (tc == video::SColor(0xFFFFFFFF))
                                        continue;
-                               for (u32 index = 0; index < it->tangent_vertices.size(); index++) {
-                                       video::SColor *c = &it->tangent_vertices[index].Color;
+                               for (video::S3DVertexTangents &tangent_vertex : pmb.tangent_vertices) {
+                                       video::SColor *c = &tangent_vertex.Color;
                                        c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
                                                c->getGreen() * tc.getGreen() / 255,
                                                c->getBlue() * tc.getBlue() / 255);
@@ -1559,15 +1542,13 @@ void MeshCollector::applyTileColors()
                        }
                }
        else
-               for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
-                       std::vector<PreMeshBuffer> *p = &prebuffers[layer];
-                       for (std::vector<PreMeshBuffer>::iterator it = p->begin();
-                                       it != p->end(); ++it) {
-                               video::SColor tc = it->layer.color;
+               for (auto &prebuffer : prebuffers) {
+                       for (PreMeshBuffer &pmb : prebuffer) {
+                               video::SColor tc = pmb.layer.color;
                                if (tc == video::SColor(0xFFFFFFFF))
                                        continue;
-                               for (u32 index = 0; index < it->vertices.size(); index++) {
-                                       video::SColor *c = &it->vertices[index].Color;
+                               for (video::S3DVertex &vertex : pmb.vertices) {
+                                       video::SColor *c = &vertex.Color;
                                        c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
                                                c->getGreen() * tc.getGreen() / 255,
                                                c->getBlue() * tc.getBlue() / 255);