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authorDTA7 <dta7e@t-online.de>2017-10-03 01:23:49 +0200
committerparamat <mat.gregory@virginmedia.com>2017-10-10 19:53:13 +0100
commit2cf9014160085303cda333334784ac4938edc086 (patch)
tree328108961d24b8b710f5f17d2f0b78a8d68550e4 /src/content_mapblock.cpp
parent1ff5c204425401c83a8a4c662795be64c5a3c1df (diff)
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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.cpp2
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;
}