From 900b816162401a6d9006334e2e8e8a9a26a1613b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?D=C3=A1niel=20Juh=C3=A1sz?= Date: Fri, 21 Apr 2017 18:04:06 +0200 Subject: Fix after soft node overlays This removes a segmentation fault and makes node meshes well colorized. --- src/content_mapblock.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/content_mapblock.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 9f4223bac..6673e2bd9 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -108,7 +108,7 @@ void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal) vertices[j].Pos = coords[j] + origin; vertices[j].Normal = normal2; if (data->m_smooth_lighting) - vertices[j].Color = blendLight(coords[j]); + vertices[j].Color = blendLightColor(coords[j]); else vertices[j].Color = color; if (shade_face) @@ -298,7 +298,7 @@ video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos) video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal) { - video::SColor color = blendLight(vertex_pos); + video::SColor color = blendLightColor(vertex_pos); if (!f->light_source) applyFacesShading(color, vertex_normal); return color; -- cgit v1.2.3