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authorparamat <paramat@users.noreply.github.com>2018-03-12 02:49:16 +0000
committerparamat <mat.gregory@virginmedia.com>2018-03-13 01:12:28 +0000
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Lua_api.txt: Improve and complete drawtype documentation
Move documentation of mesh and plantlike_rooted drawtypes into main section.
Diffstat (limited to 'doc')
-rw-r--r--doc/lua_api.txt94
1 files changed, 67 insertions, 27 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 1c8766de8..fe23fbe64 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -971,33 +971,92 @@ There are a bunch of different looking node types.
Look for examples in `games/minimal` or `games/minetest_game`.
* `normal`
+ * A node-sized cube.
* `airlike`
+ * Invisible, uses no texture.
* `liquid`
+ * The cubic source node for a liquid.
* `flowingliquid`
+ * The flowing version of a liquid, appears with various heights and slopes.
* `glasslike`
+ * Often used for partially-transparent nodes.
+ * Only external sides of textures are visible.
* `glasslike_framed`
+ * All face-connected nodes are drawn as one volume within a surrounding
+ frame.
+ * The frame appearence is generated from the edges of the first texture
+ specified in `tiles`. The width of the edges used are 1/16th of texture
+ size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
+ * The glass 'shine' (or other desired detail) on each node face is supplied
+ by the second texture specified in `tiles`.
* `glasslike_framed_optional`
+ * This switches between the above 2 drawtypes according to the menu setting
+ 'Connected Glass'.
* `allfaces`
+ * Often used for partially-transparent nodes.
+ * External and internal sides of textures are visible.
* `allfaces_optional`
+ * Often used for leaves nodes.
+ * This switches between `normal`, `glasslike` and `allfaces` according to
+ the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
+ * With 'Simple Leaves' selected, the texture specified in `special_tiles`
+ is used instead, if present. This allows a visually thicker texture to be
+ used to compensate for how `glasslike` reduces visual thickness.
* `torchlike`
+ * A single vertical texture.
+ * If placed on top of a node, uses the first texture specified in `tiles`.
+ * If placed against the underside of a node, uses the second texture
+ specified in `tiles`.
+ * If placed on the side of a node, uses the third texture specified in
+ `tiles` and is perpendicular to that node.
* `signlike`
+ * A single texture parallel to, and mounted against, the top, underside or
+ side of a node.
* `plantlike`
+ * Two vertical and diagonal textures at right-angles to each other.
+ * See `paramtype2 == "meshoptions"` above for other options.
* `firelike`
+ * When above a flat surface, appears as 6 textures, the central 2 as
+ `plantlike` plus 4 more surrounding those.
+ * If not above a surface the central 2 do not appear, but the texture
+ appears against the faces of surrounding nodes if they are present.
* `fencelike`
+ * A 3D model suitable for a wooden fence.
+ * One placed node appears as a single vertical post.
+ * Adjacently-placed nodes cause horizontal bars to appear between them.
* `raillike`
-* `nodebox` -- See below
-* `mesh` -- Use models for nodes, see below
-* `plantlike_rooted` -- See below
+ * Often used for tracks for mining carts.
+ * Requires 4 textures to be specified in `tiles`, in order: Straight,
+ curved, t-junction, crossing.
+ * Each placed node automatically switches to a suitable rotated texture
+ determined by the adjacent `raillike` nodes, in order to create a
+ continuous track network.
+ * Becomes a sloping node if placed against stepped nodes.
+* `nodebox`
+ * Often used for stairs and slabs.
+ * Allows defining nodes consisting of an arbitrary number of boxes.
+ * See 'Node boxes' below for more information.
+* `mesh`
+ * Uses models for nodes.
+ * Tiles should hold model materials textures.
+ * Only static meshes are implemented.
+ * For supported model formats see Irrlicht engine documentation.
+* `plantlike_rooted`
+ * Enables underwater `plantlike` without air bubbles around the nodes.
+ * Consists of a base cube at the co-ordinates of the node plus a
+ `plantlike` extension above with a height of `param2 / 16` nodes.
+ * The `plantlike` extension visually passes through any nodes above the
+ base cube without affecting them.
+ * The base cube texture tiles are defined as normal, the `plantlike`
+ extension uses the defined special tile, for example:
+ `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
`*_optional` drawtypes need less rendering time if deactivated
-(always client side).
+(always client-side).
Node boxes
----------
-Node selection boxes are defined using "node boxes"
-
-The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
-number of boxes. It allows defining stuff like stairs and slabs.
+Node selection boxes are defined using "node boxes".
A nodebox is defined as any of:
@@ -1059,25 +1118,6 @@ A box of a regular node would look like:
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
-Meshes
-------
-If drawtype `mesh` is used, tiles should hold model materials textures.
-Only static meshes are implemented.
-For supported model formats see Irrlicht engine documentation.
-
-Rooted plantlike drawtype
--------------------------
-The `plantlike_rooted` drawtype was developed to enable underwater plants
-without air bubbles around the plants.
-It consists of a base cube at the co-ordinates of the node (the seabed /
-lakebed / riverbed node) plus a 'plantlike' extension above with a height
-defined by param2 (maximum height 16 nodes). This extension visually passes
-through any nodes above the base cube without affecting them.
-The node is dug by digging the base cube.
-The base cube texture tiles are defined as normal, the plantlike extension
-uses the defined 'special tile', for example:
-`special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
-
Noise Parameters
----------------
Noise Parameters, or commonly called "`NoiseParams`", define the properties of