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authorParamat <paramat@users.noreply.github.com>2017-01-28 10:07:35 +0000
committerZeno- <kde.psych@gmail.com>2017-01-28 20:07:35 +1000
commit953cbb3b15997a0e7c7c32af2365cb5046a9e476 (patch)
treebda17a92a9c528b5594a1e312b5dedf1da3b39b6
parentb7a98e98500402c3bbdb6d56d0fe42b4f5b3cedb (diff)
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Plantlike: Fix visual_scale being applied squared (#5115)
Visual_scale was applied twice to plantlike by accident sometime between 2011 and 2013, squaring the requested scale value. Visual_scale is correctly applied once in it's other uses in signlike and torchlike. Two lines of code are removed, they also had no effect for the vast majority of nodes with the default visual_scale of 1.0. The texture continues to have it's base at ground level.
-rw-r--r--src/content_mapblock.cpp2
1 files changed, 0 insertions, 2 deletions
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index 45822666f..9923647bc 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -1602,8 +1602,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
}
for (int i = 0; i < 4; i++) {
- vertices[i].Pos *= f.visual_scale;
- vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
if (data->m_smooth_lighting)
vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS);