#endif
float visual_scale; // Misc. scale parameter
TileDef tiledef[6];
+ // These will be drawn over the base tiles.
+ TileDef tiledef_overlay[6];
TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
// If 255, the node is opaque.
// Otherwise it uses texture alpha.
void serializeOld(std::ostream &os, u16 protocol_version) const;
void deSerializeOld(std::istream &is, int version);
/*!
- * Since vertex alpha is no lnger supported, this method
- * adds instructions to the texture names to blend alpha there.
+ * Since vertex alpha is no longer supported, this method
+ * adds opacity directly to the texture pixels.
*
- * tiledef, tiledef_special and alpha must be initialized
- * before calling this.
+ * \param tiles array of the tile definitions.
+ * \param length length of tiles
*/
- void correctAlpha();
+ void correctAlpha(TileDef *tiles, int length);
/*
Some handy methods
}
#ifndef SERVER
- void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef,
+ void fillTileAttribs(ITextureSource *tsrc, TileLayer *tile, TileDef *tiledef,
u32 shader_id, bool use_normal_texture, bool backface_culling,
u8 material_type);
void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,