Fixed water mesh generation acting weird next to sand
authorPerttu Ahola <celeron55@gmail.com>
Mon, 22 Aug 2011 19:44:43 +0000 (22:44 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Mon, 22 Aug 2011 19:44:43 +0000 (22:44 +0300)
src/content_mapblock.cpp

index c0845ec57d5e52fb7ec6f77287c05bd482702233..b4006140ddc2f6525164b20640d4c39189e44636 100644 (file)
@@ -373,7 +373,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        };
                        for(u32 i=0; i<9; i++)
                        {
-                               u8 content = CONTENT_AIR;
+                               content_t content = CONTENT_AIR;
                                float level = -0.5 * BS;
                                u8 flags = 0;
                                // Check neighbor
@@ -422,7 +422,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                for(u32 j=0; j<4; j++)
                                {
                                        v3s16 neighbordir = cornerdir - halfdirs[j];
-                                       u8 content = neighbor_contents[neighbordir];
+                                       content_t content = neighbor_contents[neighbordir];
                                        // If top is liquid, draw starting from top of node
                                        if(neighbor_flags[neighbordir] &
                                                        neighborflag_top_is_same_liquid)