TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
TileSpec tile_nocrack = tile;
tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
-
+
+ // A hack to put wood the right way around in the posts
+ ITextureSource *tsrc = data->m_gamedef->tsrc();
+ TileSpec tile_rot = tile;
+ tile_rot.texture = tsrc->getTexture(tsrc->getTextureName(
+ tile.texture.id) + "^[transformR90");
+
u16 l = getInteriorLight(n, 1, data);
video::SColor c = MapBlock_LightColor(255, l);
- const f32 post_rad=(f32)BS/10;
- const f32 bar_rad=(f32)BS/20;
+ const f32 post_rad=(f32)BS/8;
+ const f32 bar_rad=(f32)BS/16;
const f32 bar_len=(f32)(BS/2)-post_rad;
v3f pos = intToFloat(p, BS);
post.MinEdge += pos;
post.MaxEdge += pos;
f32 postuv[24]={
- 0.4,0.4,0.6,0.6,
- 0.4,0.4,0.6,0.6,
- 0.35,0,0.65,1,
- 0.35,0,0.65,1,
- 0.35,0,0.65,1,
- 0.35,0,0.65,1};
- makeCuboid(&collector, post, &tile, 1, c, postuv);
+ 6/16.,6/16.,10/16.,10/16.,
+ 6/16.,6/16.,10/16.,10/16.,
+ 0/16.,0,4/16.,1,
+ 4/16.,0,8/16.,1,
+ 8/16.,0,12/16.,1,
+ 12/16.,0,16/16.,1};
+ makeCuboid(&collector, post, &tile_rot, 1, c, postuv);
// Now a section of fence, +X, if there's a post there
v3s16 p2 = p;
bar.MinEdge += pos;
bar.MaxEdge += pos;
f32 xrailuv[24]={
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6};
+ 0/16.,2/16.,16/16.,4/16.,
+ 0/16.,4/16.,16/16.,6/16.,
+ 6/16.,6/16.,8/16.,8/16.,
+ 10/16.,10/16.,12/16.,12/16.,
+ 0/16.,8/16.,16/16.,10/16.,
+ 0/16.,14/16.,16/16.,16/16.};
makeCuboid(&collector, bar, &tile_nocrack, 1,
c, xrailuv);
bar.MinEdge.Y -= BS/2;
bar.MaxEdge.Y -= BS/2;
- // TODO: no crack
makeCuboid(&collector, bar, &tile_nocrack, 1,
c, xrailuv);
}
bar.MinEdge += pos;
bar.MaxEdge += pos;
f32 zrailuv[24]={
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6};
-
+ 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
+ 4/16.,1/16.,6/16.,5/16., // for wood texture instead
+ 0/16.,9/16.,16/16.,11/16.,
+ 0/16.,6/16.,16/16.,8/16.,
+ 6/16.,6/16.,8/16.,8/16.,
+ 10/16.,10/16.,12/16.,12/16.};
makeCuboid(&collector, bar, &tile_nocrack, 1,
c, zrailuv);
bar.MinEdge.Y -= BS/2;