#include "content_mapblock.h"
#include "settings.h"
#include "profiler.h"
+#include "mapnode_contentfeatures.h"
void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
{
// This is hackish
content_t content0 = getNodeContent(p, n0, temp_mods);
content_t content1 = getNodeContent(p + face_dir, n1, temp_mods);
- u8 mf = face_contents(content0, content1);
+ bool equivalent = false;
+ u8 mf = face_contents(content0, content1, &equivalent);
if(mf == 0)
{
face_dir_corrected = -face_dir;
}
+ // eg. water and glass
+ if(equivalent)
+ tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
+
if(smooth_lighting == false)
{
lights[0] = lights[1] = lights[2] = lights[3] =