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author | DTA7 <dta7e@t-online.de> | 2017-10-03 01:23:49 +0200 |
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committer | paramat <mat.gregory@virginmedia.com> | 2017-10-10 19:53:13 +0100 |
commit | 2cf9014160085303cda333334784ac4938edc086 (patch) | |
tree | 328108961d24b8b710f5f17d2f0b78a8d68550e4 /src/content_mapblock.cpp | |
parent | 1ff5c204425401c83a8a4c662795be64c5a3c1df (diff) | |
download | minetest-2cf9014160085303cda333334784ac4938edc086.tar.gz minetest-2cf9014160085303cda333334784ac4938edc086.tar.bz2 minetest-2cf9014160085303cda333334784ac4938edc086.zip |
Smooth lighting: Fix light leaking through edge-connected corners
For solid nodes, the lighting at a corner becomes face-dependent, which
means that only the four nodes in face-direction contribute to the
lighting (getSmoothLightSolid).
For special nodes, which use the lighting values at the eight corners of
a node, the lighting is not face-dependent, but certain nodes of the
eight surrounding nodes of a corner (here indices 4, 5, 6 and 7) can be
obstructed.
Ambient occlusion now also occurs for solid nodes, if two, three or four
of the four nodes in face-direction are solid.
Diffstat (limited to 'src/content_mapblock.cpp')
-rw-r--r-- | src/content_mapblock.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 577fbc5f8..4e32e27ca 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -276,7 +276,7 @@ void MapblockMeshGenerator::drawCuboid(const aabb3f &box, void MapblockMeshGenerator::getSmoothLightFrame() { for (int k = 0; k < 8; ++k) { - u16 light = getSmoothLight(blockpos_nodes + p, light_dirs[k], data); + u16 light = getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data); frame.lightsA[k] = light & 0xff; frame.lightsB[k] = light >> 8; } |