if(n2.getContent() == c_source)
level = (-0.5+node_liquid_level) * BS;
else if(n2.getContent() == c_flowing)
- level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
- * node_liquid_level) * BS;
+ level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
+ + 0.5) / 8.0 * node_liquid_level) * BS;
// Check node above neighbor.
// NOTE: This doesn't get executed if neighbor
neighbor_flags.insert(neighbor_dirs[i], flags);
}
- //float liquid_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
- //float liquid_level = neighbor_levels[v3s16(0,0,0)];
-
// Corner heights (average between four liquids)
f32 corner_levels[4];
v3s16 cornerdir = halfdirs[i];
float cornerlevel = 0;
u32 valid_count = 0;
+ u32 air_count = 0;
for(u32 j=0; j<4; j++)
{
v3s16 neighbordir = cornerdir - halfdirs[j];
u8 content = neighbor_contents[neighbordir];
- // Special case for source nodes
- if(content == c_source)
+ // If top is liquid, draw starting from top of node
+ if(neighbor_flags[neighbordir] &
+ neighborflag_top_is_same_liquid)
+ {
+ cornerlevel = 0.5*BS;
+ valid_count = 1;
+ break;
+ }
+ // Source is always the same height
+ else if(content == c_source)
{
cornerlevel = (-0.5+node_liquid_level)*BS;
valid_count = 1;
break;
}
+ // Flowing liquid has level information
else if(content == c_flowing)
{
cornerlevel += neighbor_levels[neighbordir];
valid_count++;
}
else if(content == CONTENT_AIR)
+ {
+ air_count++;
+ }
+ /*// Air is liquid level 0
+ else if(content == CONTENT_AIR)
{
cornerlevel += -0.5*BS;
valid_count++;
- }
+ }*/
}
- if(valid_count > 0)
+ if(air_count >= 2)
+ cornerlevel = -0.5*BS;
+ else if(valid_count > 0)
cornerlevel /= valid_count;
corner_levels[i] = cornerlevel;
}