Prevents normal drawtype nodes having transparency.
Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
TILE_MATERIAL_LIQUID_TRANSPARENT,
TILE_MATERIAL_LIQUID_OPAQUE,
TILE_MATERIAL_WAVING_LEAVES,
- TILE_MATERIAL_WAVING_PLANTS
+ TILE_MATERIAL_WAVING_PLANTS,
+ TILE_MATERIAL_OPAQUE
};
// Material flags
void applyMaterialOptions(video::SMaterial &material) const
{
switch (material_type) {
+ case TILE_MATERIAL_OPAQUE:
+ case TILE_MATERIAL_LIQUID_OPAQUE:
+ material.MaterialType = video::EMT_SOLID;
+ break;
case TILE_MATERIAL_BASIC:
case TILE_MATERIAL_WAVING_LEAVES:
case TILE_MATERIAL_WAVING_PLANTS:
case TILE_MATERIAL_LIQUID_TRANSPARENT:
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
break;
- case TILE_MATERIAL_LIQUID_OPAQUE:
- material.MaterialType = video::EMT_SOLID;
- break;
}
material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
? true : false;
switch (drawtype) {
default:
case NDT_NORMAL:
+ material_type = (alpha == 255) ?
+ TILE_MATERIAL_OPAQUE : TILE_MATERIAL_ALPHA;
solidness = 2;
break;
case NDT_AIRLIKE:
tile_shader[j] = shdsrc->getShader("nodes_shader",
material_type, drawtype);
}
+ u8 overlay_material = material_type;
+ if (overlay_material == TILE_MATERIAL_OPAQUE)
+ overlay_material = TILE_MATERIAL_BASIC;
+ else if (overlay_material == TILE_MATERIAL_LIQUID_OPAQUE)
+ overlay_material = TILE_MATERIAL_LIQUID_TRANSPARENT;
+ u32 overlay_shader[6];
+ for (u16 j = 0; j < 6; j++) {
+ overlay_shader[j] = shdsrc->getShader("nodes_shader",
+ overlay_material, drawtype);
+ }
// Tiles (fill in f->tiles[])
for (u16 j = 0; j < 6; j++) {
tdef[j].backface_culling, material_type);
if (tdef_overlay[j].name != "")
fillTileAttribs(tsrc, &tiles[j].layers[1], &tdef_overlay[j],
- tile_shader[j], tsettings.use_normal_texture,
- tdef[j].backface_culling, material_type);
+ overlay_shader[j], tsettings.use_normal_texture,
+ tdef[j].backface_culling, overlay_material);
}
// Special tiles (fill in f->special_tiles[])
shaderinfo.material_type = material_type;
shaderinfo.drawtype = drawtype;
shaderinfo.material = video::EMT_SOLID;
- switch(material_type){
- case TILE_MATERIAL_BASIC:
- shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- break;
- case TILE_MATERIAL_ALPHA:
- shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- break;
- case TILE_MATERIAL_LIQUID_TRANSPARENT:
- shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- break;
- case TILE_MATERIAL_LIQUID_OPAQUE:
- shaderinfo.base_material = video::EMT_SOLID;
- break;
- case TILE_MATERIAL_WAVING_LEAVES:
- shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- break;
- case TILE_MATERIAL_WAVING_PLANTS:
- shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ switch (material_type) {
+ case TILE_MATERIAL_OPAQUE:
+ case TILE_MATERIAL_LIQUID_OPAQUE:
+ shaderinfo.base_material = video::EMT_SOLID;
+ break;
+ case TILE_MATERIAL_ALPHA:
+ case TILE_MATERIAL_LIQUID_TRANSPARENT:
+ shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ break;
+ case TILE_MATERIAL_BASIC:
+ case TILE_MATERIAL_WAVING_LEAVES:
+ case TILE_MATERIAL_WAVING_PLANTS:
+ shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
}
"TILE_MATERIAL_LIQUID_TRANSPARENT",
"TILE_MATERIAL_LIQUID_OPAQUE",
"TILE_MATERIAL_WAVING_LEAVES",
- "TILE_MATERIAL_WAVING_PLANTS"
+ "TILE_MATERIAL_WAVING_PLANTS",
+ "TILE_MATERIAL_OPAQUE"
};
for (int i = 0; i < 6; i++){