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authorsfan5 <sfan5@live.de>2021-01-17 01:56:50 +0100
committersfan5 <sfan5@live.de>2021-01-29 17:34:41 +0100
commit83229921e5f378625d9ef63ede3dffbe778e1798 (patch)
tree8189436795cad017e2eb858b5d2cc23c16a55f46 /src/unittest
parentedd8c3c664ad005eb32e1968ce80091851ffb817 (diff)
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Rework use_texture_alpha to provide three opaque/clip/blend modes
The change that turns nodeboxes and meshes opaque when possible is kept, as is the compatibility code that warns modders to adjust their nodedefs.
Diffstat (limited to 'src/unittest')
-rw-r--r--src/unittest/test.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/unittest/test.cpp b/src/unittest/test.cpp
index a783ccd32..af324e1b1 100644
--- a/src/unittest/test.cpp
+++ b/src/unittest/test.cpp
@@ -180,7 +180,7 @@ void TestGameDef::defineSomeNodes()
"{default_water.png";
f = ContentFeatures();
f.name = itemdef.name;
- f.alpha = 128;
+ f.alpha = ALPHAMODE_BLEND;
f.liquid_type = LIQUID_SOURCE;
f.liquid_viscosity = 4;
f.is_ground_content = true;
@@ -201,7 +201,7 @@ void TestGameDef::defineSomeNodes()
"{default_lava.png";
f = ContentFeatures();
f.name = itemdef.name;
- f.alpha = 128;
+ f.alpha = ALPHAMODE_OPAQUE;
f.liquid_type = LIQUID_SOURCE;
f.liquid_viscosity = 7;
f.light_source = LIGHT_MAX-1;