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authorparamat <mat.gregory@virginmedia.com>2017-02-10 17:15:22 +0000
committerparamat <mat.gregory@virginmedia.com>2017-02-10 17:59:31 +0000
commit1de08e196182498a931b496f79b1c1eaf3de7ca4 (patch)
treeaf9aa73796ca223c9d0b72e455cebb0d49fddde2 /src/content_mapblock.cpp
parentbb4db84bdbc7038a6ac495dd5f732f89ac40bfcc (diff)
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Plantlike: Fix visual_scale being applied squared
This re-applies 2 commits that were reverted. Visual_scale was applied twice to plantlike by accident sometime between 2011 and 2013, squaring the requested scale value. Visual_scale is correctly applied once in it's other uses in signlike and torchlike. Two lines of code are removed, they also had no effect for the vast majority of nodes with the default visual_scale of 1.0. The texture continues to have it's base at ground level. Send sqrt(visual_scale) to old clients. Keep compatibility with protocol < 30 clients now that visual_scale is no longer applied twice to plantlike drawtype and mods are being updated to a new value.
Diffstat (limited to 'src/content_mapblock.cpp')
-rw-r--r--src/content_mapblock.cpp2
1 files changed, 0 insertions, 2 deletions
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index 45822666f..9923647bc 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -1602,8 +1602,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
}
for (int i = 0; i < 4; i++) {
- vertices[i].Pos *= f.visual_scale;
- vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
if (data->m_smooth_lighting)
vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS);