diff options
author | Kahrl <kahrl@gmx.net> | 2015-01-23 01:01:21 +0100 |
---|---|---|
committer | Craig Robbins <kde.psych@gmail.com> | 2015-01-31 03:06:34 +1000 |
commit | 285655a8788aefe89df608218774b8336736c1ba (patch) | |
tree | cba1a05a52187fe10418d9bd13dc187ce334c700 | |
parent | 38561023b468b923aa2b7957b807fa2700ea59ce (diff) | |
download | minetest-285655a8788aefe89df608218774b8336736c1ba.tar.gz minetest-285655a8788aefe89df608218774b8336736c1ba.tar.bz2 minetest-285655a8788aefe89df608218774b8336736c1ba.zip |
Fix NDT_GLASSLIKE normals
Remove inventorycube() workaround for default:glass in minimal game
-rw-r--r-- | games/minimal/mods/default/init.lua | 1 | ||||
-rw-r--r-- | src/content_mapblock.cpp | 11 |
2 files changed, 6 insertions, 6 deletions
diff --git a/games/minimal/mods/default/init.lua b/games/minimal/mods/default/init.lua index 038bf9abc..01bf65b95 100644 --- a/games/minimal/mods/default/init.lua +++ b/games/minimal/mods/default/init.lua @@ -886,7 +886,6 @@ minetest.register_node("default:glass", { description = "Glass", drawtype = "glasslike", tiles ={"default_glass.png"}, - inventory_image = minetest.inventorycube("default_glass.png"), paramtype = "light", sunlight_propagates = true, groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3}, diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index b84b69629..9af3be789 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -756,7 +756,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, for(u32 j=0; j<6; j++) { // Check this neighbor - v3s16 n2p = blockpos_nodes + p + g_6dirs[j]; + v3s16 dir = g_6dirs[j]; + v3s16 n2p = blockpos_nodes + p + dir; MapNode n2 = data->m_vmanip.getNodeNoEx(n2p); // Don't make face if neighbor is of same type if(n2.getContent() == n.getContent()) @@ -764,10 +765,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // The face at Z+ video::S3DVertex vertices[4] = { - video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 0,0), - video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 1,0), + video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,1), + video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,1), + video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0), + video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0), }; // Rotations in the g_6dirs format |