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Fix broken plantlike drawtype.
author
RealBadAngel
<maciej.kasatkin@o2.pl>
Tue, 21 Oct 2014 21:06:12 +0000
(23:06 +0200)
committer
sfan5
<sfan5@live.de>
Wed, 22 Oct 2014 19:15:31 +0000
(21:15 +0200)
src/content_mapblock.cpp
patch
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diff --git
a/src/content_mapblock.cpp
b/src/content_mapblock.cpp
index 527086b89601ad4326b7b314cbbc6b36ebb2686a..ef1f1d858628dbf02633ac421c4ce469c0006968 100644
(file)
--- a/
src/content_mapblock.cpp
+++ b/
src/content_mapblock.cpp
@@
-1153,40
+1153,40
@@
void mapblock_mesh_generate_special(MeshMakeData *data,
{
TileSpec tile = getNodeTileN(n, p, 0, data);
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
{
TileSpec tile = getNodeTileN(n, p, 0, data);
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
-
+
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, f.light_source);
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, f.light_source);
-
- float s = BS/2*f.visual_scale;
-
- for(u32 j=0; j<2; j++)
+
+ float s = BS / 2;
+ for(u32 j = 0; j < 2; j++)
{
video::S3DVertex vertices[4] =
{
{
video::S3DVertex vertices[4] =
{
- video::S3DVertex(-s,-
BS/2,
0, 0,0,0, c, 0,1),
- video::S3DVertex( s,-
BS/2,
0, 0,0,0, c, 1,1),
- video::S3DVertex( s,
-BS/2 + s*2,
0, 0,0,0, c, 1,0),
- video::S3DVertex(-s,
-BS/2 + s*2,
0, 0,0,0, c, 0,0),
+ video::S3DVertex(-s,-
s,
0, 0,0,0, c, 0,1),
+ video::S3DVertex( s,-
s,
0, 0,0,0, c, 1,1),
+ video::S3DVertex( s,
s,
0, 0,0,0, c, 1,0),
+ video::S3DVertex(-s,
s,
0, 0,0,0, c, 0,0),
};
if(j == 0)
{
};
if(j == 0)
{
- for(u16 i
=0; i<
4; i++)
+ for(u16 i
= 0; i <
4; i++)
vertices[i].Pos.rotateXZBy(46 + n.param2 * 2);
}
else if(j == 1)
{
vertices[i].Pos.rotateXZBy(46 + n.param2 * 2);
}
else if(j == 1)
{
- for(u16 i
=0; i<
4; i++)
+ for(u16 i
= 0; i <
4; i++)
vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2);
}
vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2);
}
- for(u16 i
=0; i<
4; i++)
+ for(u16 i
= 0; i <
4; i++)
{
vertices[i].Pos *= f.visual_scale;
{
vertices[i].Pos *= f.visual_scale;
+ vertices[i].Pos.Y -= s * (1 - f.visual_scale);
vertices[i].Pos += intToFloat(p, BS);
}
vertices[i].Pos += intToFloat(p, BS);
}
- u16 indices[] = {0,
1,2,2,3,
0};
+ u16 indices[] = {0,
1, 2, 2, 3,
0};
// Add to mesh collector
collector.append(tile, vertices, 4, indices, 6);
}
// Add to mesh collector
collector.append(tile, vertices, 4, indices, 6);
}