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authorstujones11 <stujones111@gmail.com>2017-06-07 18:52:38 +0100
committerparamat <mat.gregory@virginmedia.com>2017-07-01 04:43:55 +0100
commit6e5588c8e1a6cf79005b5e95c75cbfacf7c75589 (patch)
tree2f008e377daa84c33674099cdc0580e0479340e0 /src/nodedef.cpp
parentf3ad75691aea30d2d68aab19fbfa9031409c39d7 (diff)
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Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'
Prevents normal drawtype nodes having transparency. Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
Diffstat (limited to 'src/nodedef.cpp')
-rw-r--r--src/nodedef.cpp16
1 files changed, 14 insertions, 2 deletions
diff --git a/src/nodedef.cpp b/src/nodedef.cpp
index 110393d63..6ccbc1557 100644
--- a/src/nodedef.cpp
+++ b/src/nodedef.cpp
@@ -690,6 +690,8 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
switch (drawtype) {
default:
case NDT_NORMAL:
+ material_type = (alpha == 255) ?
+ TILE_MATERIAL_OPAQUE : TILE_MATERIAL_ALPHA;
solidness = 2;
break;
case NDT_AIRLIKE:
@@ -786,6 +788,16 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
tile_shader[j] = shdsrc->getShader("nodes_shader",
material_type, drawtype);
}
+ u8 overlay_material = material_type;
+ if (overlay_material == TILE_MATERIAL_OPAQUE)
+ overlay_material = TILE_MATERIAL_BASIC;
+ else if (overlay_material == TILE_MATERIAL_LIQUID_OPAQUE)
+ overlay_material = TILE_MATERIAL_LIQUID_TRANSPARENT;
+ u32 overlay_shader[6];
+ for (u16 j = 0; j < 6; j++) {
+ overlay_shader[j] = shdsrc->getShader("nodes_shader",
+ overlay_material, drawtype);
+ }
// Tiles (fill in f->tiles[])
for (u16 j = 0; j < 6; j++) {
@@ -794,8 +806,8 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
tdef[j].backface_culling, material_type);
if (tdef_overlay[j].name != "")
fillTileAttribs(tsrc, &tiles[j].layers[1], &tdef_overlay[j],
- tile_shader[j], tsettings.use_normal_texture,
- tdef[j].backface_culling, material_type);
+ overlay_shader[j], tsettings.use_normal_texture,
+ tdef[j].backface_culling, overlay_material);
}
// Special tiles (fill in f->special_tiles[])