u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,l);
- const f32 post_rad=(f32)BS/10;
- const f32 bar_rad=(f32)BS/20;
+ const f32 post_rad=(f32)BS/(32.0/4.0);
+ const f32 bar_rad=(f32)BS/(32.0/2.0);
const f32 bar_len=(f32)(BS/2)-post_rad;
// The post - always present
{
pos = intToFloat(p+blockpos_nodes, BS);
pos.X += BS/2;
- pos.Y += BS/4;
+ pos.Y += 3*bar_rad;
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
bar_len,bar_rad,bar_rad);
- pos.Y -= BS/2;
+ pos.Y -= 6*bar_rad;
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
bar_len,bar_rad,bar_rad);
{
pos = intToFloat(p+blockpos_nodes, BS);
pos.Z += BS/2;
- pos.Y += BS/4;
+ pos.Y += 3*bar_rad;
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
bar_rad,bar_rad,bar_len);
- pos.Y -= BS/2;
+ pos.Y -= 6*bar_rad;
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
bar_rad,bar_rad,bar_len);