void MapblockMeshGenerator::drawNode()
{
+ // skip some drawtypes early
+ switch (f->drawtype) {
+ case NDT_NORMAL: // Drawn by MapBlockMesh
+ case NDT_AIRLIKE: // Not drawn at all
+ case NDT_LIQUID: // Drawn by MapBlockMesh
+ return;
+ default:
+ break;
+ }
+ origin = intToFloat(p, BS);
if (data->m_smooth_lighting)
getSmoothLightFrame();
else
light = getInteriorLight(n, 1, nodedef);
switch (f->drawtype) {
- case NDT_NORMAL: break; // Drawn by MapBlockMesh
- case NDT_AIRLIKE: break; // Not drawn at all
- case NDT_LIQUID: break; // Drawn by MapBlockMesh
case NDT_FLOWINGLIQUID: drawLiquidNode(); break;
case NDT_GLASSLIKE: drawGlasslikeNode(); break;
case NDT_GLASSLIKE_FRAMED: drawGlasslikeFramedNode(); break;
for (p.X = 0; p.X < MAP_BLOCKSIZE; p.X++) {
n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
f = &nodedef->get(n);
- origin = intToFloat(p, BS);
drawNode();
}
}