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authorDániel Juhász <juhdanad@gmail.com>2016-12-10 19:02:44 +0100
committerparamat <mat.gregory@virginmedia.com>2017-03-11 02:06:18 +0000
commitab371cc93491baf0973ecc94b96c3a1fdb4abfd5 (patch)
treeea9eedcef115258714163ef3927a095847c35d7b /src/mg_schematic.h
parentd785456b3fa35faf47cb972fde9e8668382c5e22 (diff)
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Light calculation: New bulk node lighting code
This commit introduces a new bulk node lighting algorithm to minimize lighting bugs during l-system tree generation, schematic placement and non-mapgen-object lua voxelmanip light calculation. If the block above the changed area is not loaded, it gets loaded to avoid lighting bugs. Light is updated as soon as write_to_map is called on a voxel manipulator, therefore update_map does nothing.
Diffstat (limited to 'src/mg_schematic.h')
-rw-r--r--src/mg_schematic.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/mg_schematic.h b/src/mg_schematic.h
index 1d46e6ac4..2f60c843b 100644
--- a/src/mg_schematic.h
+++ b/src/mg_schematic.h
@@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/string.h"
class Map;
+class ServerMap;
class Mapgen;
class MMVManip;
class PseudoRandom;
@@ -108,7 +109,7 @@ public:
void blitToVManip(MMVManip *vm, v3s16 p, Rotation rot, bool force_place);
bool placeOnVManip(MMVManip *vm, v3s16 p, u32 flags, Rotation rot, bool force_place);
- void placeOnMap(Map *map, v3s16 p, u32 flags, Rotation rot, bool force_place);
+ void placeOnMap(ServerMap *map, v3s16 p, u32 flags, Rotation rot, bool force_place);
void applyProbabilities(v3s16 p0,
std::vector<std::pair<v3s16, u8> > *plist,