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authorAuke Kok <sofar@foo-projects.org>2016-01-18 20:44:46 -0800
committerparamat <mat.gregory@virginmedia.com>2016-01-20 00:36:48 +0000
commit882a89d65aa78b89cfaf2af054d15cc4c94ad022 (patch)
tree3cdb76c54ef6b9964bc35b7f1490bf333ca42126 /src/nodedef.cpp
parent9f988e3b962389e10a7cf010fd4bf0f81d70e31a (diff)
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Allow per-tiles culling.
Backface culling is enabled by default for all tiles, as this is how the lua parser initializes each tiledef. We revert to always using the value from the tiledef since it is always read and serialized. Mods that wish to enable culling for e.g. mesh nodes, now can specify the following to enable backface culling: tiles = {{ name = "tex.png", backface_culling = true }}, Note the double '{' and use of 'name' key here! In the same fashion, backface_culling can be disabled for any node now. I've tested this against the new door models and this properly allows me to disable culling per node. I've also tested this against my crops mod which uses mesh nodes where culling needs to be disabled, and tested also with plantlike drawtype nodes where we want this to continue to be disabled. No default setting has changed. The defaults are just migrated from nodedef.cpp to c_content.cpp.
Diffstat (limited to 'src/nodedef.cpp')
-rw-r--r--src/nodedef.cpp12
1 files changed, 2 insertions, 10 deletions
diff --git a/src/nodedef.cpp b/src/nodedef.cpp
index 2ebe1c131..0bcc00e47 100644
--- a/src/nodedef.cpp
+++ b/src/nodedef.cpp
@@ -843,12 +843,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
assert(f->liquid_type == LIQUID_SOURCE);
if (opaque_water)
f->alpha = 255;
- if (new_style_water){
- f->solidness = 0;
- } else {
- f->solidness = 1;
- f->backface_culling = false;
- }
+ f->solidness = new_style_water ? 0 : 1;
is_liquid = true;
break;
case NDT_FLOWINGLIQUID:
@@ -899,17 +894,14 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
break;
case NDT_PLANTLIKE:
f->solidness = 0;
- f->backface_culling = false;
if (f->waving == 1)
material_type = TILE_MATERIAL_WAVING_PLANTS;
break;
case NDT_FIRELIKE:
- f->backface_culling = false;
f->solidness = 0;
break;
case NDT_MESH:
f->solidness = 0;
- f->backface_culling = false;
break;
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
@@ -941,7 +933,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
// Tiles (fill in f->tiles[])
for (u16 j = 0; j < 6; j++) {
fillTileAttribs(tsrc, &f->tiles[j], &tiledef[j], tile_shader[j],
- use_normal_texture, f->backface_culling, f->alpha, material_type);
+ use_normal_texture, f->tiledef[j].backface_culling, f->alpha, material_type);
}
// Special tiles (fill in f->special_tiles[])