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authorparamat <mat.gregory@virginmedia.com>2016-12-24 06:40:57 +0000
committerparamat <mat.gregory@virginmedia.com>2017-01-13 02:42:18 +0000
commit25ba96fcac9fce7bfa9dd6e9c2c3e96e2d5e147e (patch)
tree8f29173265a56e13d08f350d800ec801e7509e91 /src/mesh.cpp
parent5d60a6c533efb572a4004d110536da63bb62c58a (diff)
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Meshes: Make object mesh face shading consistent
Previously, object meshes had their North and South faces darker than East and West faces, the opposite of nodes and meshnodes. This commit corrects this. State constants as float-literals not double-literals. Simplify code. Add comment.
Diffstat (limited to 'src/mesh.cpp')
-rw-r--r--src/mesh.cpp19
1 files changed, 8 insertions, 11 deletions
diff --git a/src/mesh.cpp b/src/mesh.cpp
index b68862d22..50465748c 100644
--- a/src/mesh.cpp
+++ b/src/mesh.cpp
@@ -186,17 +186,14 @@ void shadeMeshFaces(scene::IMesh *mesh)
for (u32 i = 0; i < vertex_count; i++) {
video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
video::SColor &vc = vertex->Color;
- if (vertex->Normal.Y < -0.5) {
- applyFacesShading (vc, 0.447213);
- } else if (vertex->Normal.Z > 0.5) {
- applyFacesShading (vc, 0.670820);
- } else if (vertex->Normal.Z < -0.5) {
- applyFacesShading (vc, 0.670820);
- } else if (vertex->Normal.X > 0.5) {
- applyFacesShading (vc, 0.836660);
- } else if (vertex->Normal.X < -0.5) {
- applyFacesShading (vc, 0.836660);
- }
+ // Many special drawtypes have normals set to 0,0,0 and this
+ // must result in maximum brightness (no face shadng).
+ if (vertex->Normal.Y < -0.5f)
+ applyFacesShading (vc, 0.447213f);
+ else if (vertex->Normal.X > 0.5f || vertex->Normal.X < -0.5f)
+ applyFacesShading (vc, 0.670820f);
+ else if (vertex->Normal.Z > 0.5f || vertex->Normal.Z < -0.5f)
+ applyFacesShading (vc, 0.836660f);
}
}
}