void addNameIdMapping(content_t i, std::string name);
#ifndef SERVER
void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef,
- u32 shader_id, bool use_normal_texture, u8 alpha, u8 material_type,
- bool backface_culling);
+ u32 shader_id, bool use_normal_texture, bool backface_culling,
+ u8 alpha, u8 material_type);
#endif
// Features indexed by id
// Tiles (fill in f->tiles[])
for (u16 j = 0; j < 6; j++) {
fillTileAttribs(tsrc, &f->tiles[j], &tiledef[j], tile_shader[j],
- use_normal_texture, f->alpha, material_type, f->backface_culling);
+ use_normal_texture, f->backface_culling, f->alpha, material_type);
}
// Special tiles (fill in f->special_tiles[])
for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
fillTileAttribs(tsrc, &f->special_tiles[j], &f->tiledef_special[j],
- tile_shader[j], use_normal_texture, f->alpha, material_type, f->backface_culling);
+ tile_shader[j], use_normal_texture,
+ f->tiledef_special[j].backface_culling, f->alpha, material_type);
}
}
#endif
#ifndef SERVER
void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
TileDef *tiledef, u32 shader_id, bool use_normal_texture,
- u8 alpha, u8 material_type, bool backface_culling)
+ bool backface_culling, u8 alpha, u8 material_type)
{
tile->shader_id = shader_id;
tile->texture = tsrc->getTexture(tiledef->name, &tile->texture_id);