Fix broken plantlike drawtype.
authorRealBadAngel <maciej.kasatkin@o2.pl>
Tue, 21 Oct 2014 21:06:12 +0000 (23:06 +0200)
committersfan5 <sfan5@live.de>
Wed, 22 Oct 2014 19:15:31 +0000 (21:15 +0200)
src/content_mapblock.cpp

index 527086b89601ad4326b7b314cbbc6b36ebb2686a..ef1f1d858628dbf02633ac421c4ce469c0006968 100644 (file)
@@ -1153,40 +1153,40 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                {
                        TileSpec tile = getNodeTileN(n, p, 0, data);
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
-                       
+
                        u16 l = getInteriorLight(n, 1, nodedef);
                        video::SColor c = MapBlock_LightColor(255, l, f.light_source);
-
-                       float s = BS/2*f.visual_scale;
-
-                       for(u32 j=0; j<2; j++)
+                       
+                       float s = BS / 2;
+                       for(u32 j = 0; j < 2; j++)
                        {
                                video::S3DVertex vertices[4] =
                                {
-                                       video::S3DVertex(-s,-BS/2,      0, 0,0,0, c, 0,1),
-                                       video::S3DVertex( s,-BS/2,      0, 0,0,0, c, 1,1),
-                                       video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
+                                       video::S3DVertex(-s,-s, 0, 0,0,0, c, 0,1),
+                                       video::S3DVertex( s,-s, 0, 0,0,0, c, 1,1),
+                                       video::S3DVertex( s, s, 0, 0,0,0, c, 1,0),
+                                       video::S3DVertex(-s, s, 0, 0,0,0, c, 0,0),
                                };
 
                                if(j == 0)
                                {
-                                       for(u16 i=0; i<4; i++)
+                                       for(u16 i = 0; i < 4; i++)
                                                vertices[i].Pos.rotateXZBy(46 + n.param2 * 2);
                                }
                                else if(j == 1)
                                {
-                                       for(u16 i=0; i<4; i++)
+                                       for(u16 i = 0; i < 4; i++)
                                                vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2);
                                }
 
-                               for(u16 i=0; i<4; i++)
+                               for(u16 i = 0; i < 4; i++)
                                {
                                        vertices[i].Pos *= f.visual_scale;
+                                       vertices[i].Pos.Y -= s * (1 - f.visual_scale);
                                        vertices[i].Pos += intToFloat(p, BS);
                                }
 
-                               u16 indices[] = {0,1,2,2,3,0};
+                               u16 indices[] = {0, 1, 2, 2, 3, 0};
                                // Add to mesh collector
                                collector.append(tile, vertices, 4, indices, 6);
                        }