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authorPerttu Ahola <celeron55@gmail.com>2011-08-22 22:44:43 +0300
committerPerttu Ahola <celeron55@gmail.com>2011-08-22 22:44:43 +0300
commitdb495668aeed333c881d8c2ef62b72b3cd1bf1ce (patch)
tree1ad22fd6d02b762d89cfd3c49232d44104b4a003
parent996c653490e75091a26c29fac159a7fcd13459c9 (diff)
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Fixed water mesh generation acting weird next to sand
-rw-r--r--src/content_mapblock.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index c0845ec57..b4006140d 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -373,7 +373,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
};
for(u32 i=0; i<9; i++)
{
- u8 content = CONTENT_AIR;
+ content_t content = CONTENT_AIR;
float level = -0.5 * BS;
u8 flags = 0;
// Check neighbor
@@ -422,7 +422,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
for(u32 j=0; j<4; j++)
{
v3s16 neighbordir = cornerdir - halfdirs[j];
- u8 content = neighbor_contents[neighbordir];
+ content_t content = neighbor_contents[neighbordir];
// If top is liquid, draw starting from top of node
if(neighbor_flags[neighbordir] &
neighborflag_top_is_same_liquid)