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author | stujones11 <stujones111@gmail.com> | 2017-06-07 18:52:38 +0100 |
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committer | paramat <mat.gregory@virginmedia.com> | 2017-07-01 04:43:55 +0100 |
commit | 6e5588c8e1a6cf79005b5e95c75cbfacf7c75589 (patch) | |
tree | 2f008e377daa84c33674099cdc0580e0479340e0 /src/nodedef.cpp | |
parent | f3ad75691aea30d2d68aab19fbfa9031409c39d7 (diff) | |
download | minetest-6e5588c8e1a6cf79005b5e95c75cbfacf7c75589.tar.gz minetest-6e5588c8e1a6cf79005b5e95c75cbfacf7c75589.tar.bz2 minetest-6e5588c8e1a6cf79005b5e95c75cbfacf7c75589.zip |
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.cpp | 16 |
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[]) |