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* Add 'minetest.write_json'ShadowNinja2013-12-18
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* Handle LuaErrors in Lua -> C++ calls on LuaJITShadowNinja2013-12-18
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* Fix formspec field labelsBlockMen2013-12-17
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* Fix broken httpfetch due to SimpleThread removalsapier2013-12-16
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* Fix MSVC compiling issueBlockMen2013-12-16
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* Reduce cloud coloring for colored fog and cloud modesapier2013-12-16
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* Remove an unused function and include from client.cppPilzAdam2013-12-15
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* Add setting to disable direction dependent fog and sky colorssapier2013-12-15
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* Directional fog + horizon colors, based on sun & moon positions at sunrise / ↵MirceaKitsune2013-12-15
| | | | sunset
* Replace SimpleThread by JThread now implementing same featuressapier2013-12-15
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* Add alpha setting to font shadowBlockMen2013-12-14
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* Update mapgen params in ServerMap after Mapgen initkwolekr2013-12-14
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* Handle Lua errors in on_generate callbacks instead of throwing SIGABRTkwolekr2013-12-14
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* Add map feature generation notify Lua APIkwolekr2013-12-14
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* Remove support for optdepends.txtShadowNinja2013-12-13
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* Don't call curl_global_init twiceKahrl2013-12-13
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* Replace any direct curl usage by httpfetchsapier2013-12-13
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* Use httpfetch_async in serverlist announce codeKahrl2013-12-13
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* Implement urlencode and urldecodeKahrl2013-12-13
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* Rewrite client media download and support hash-based remote downloadKahrl2013-12-13
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Move most of the media-related code in client.cpp into a new class ClientMediaDownloader (clientmedia.cpp, clientmedia.h). Among other things, this class does the following things: - Download [remote_server][sha1] instead of [remote_server][name]. This is to support servers that provide the same file name with different contents. - Initially fetch [remote_server]index.mth. This file should follow the Minetest Hashset format (currently version 1) and contain a list of SHA1 hashes that exist on the server. - The list of needed SHA1s is uploaded (via HTTP POST) when index.mth is requested, so servers can optionally narrow down the list to the needs of the client. - If index.mth is missing (HTTP response code 404), we enter compat mode, fetching [remote_server][name] as before this commit. - remote_server can now contain multiple servers, separated by commas. The downloader code attempts to split requests between the different servers, as permitted by each server's index.mth. If one server claims to have a file but actually doesn't (or something fails), we ask a different server that also claims to have it. - As before, when none of the remote servers provide a particular file, we download it via the conventional method, i.e. using the minetest protocol: TOSERVER_REQUEST_MEDIA / TOCLIENT_MEDIA. - Bugfix: Every downloaded file's SHA1 is now verified against the SHA1 announced by the minetest server (before loading it and inserting it into the file cache). - Bugfix: Only send TOSERVER_RECEIVED_MEDIA when we actually have all media. This should fix #863.
* Implement httpfetch module and initialize it from main()Kahrl2013-12-13
| | | | | | | | Add curl_parallel_limit setting that will replace media_fetch_threads in a later commit. Fix a typo in MutexedQueue::pop_back() that made it impossible to compile code that used this function. (Noticed this while implementing httpfetch.)
* Fix a bug in GenericCAO GENERIC_CMD_UPDATE_POSITION parsing.Ilya Zhuravlev2013-12-13
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* Make line_of_sight return blocking node positionstujones112013-12-12
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* Add 'on_prejoinplayer' callbackkaeza2013-12-12
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* Add configurable font shadow.Ilya Zhuravlev2013-12-12
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* Implement search tab and version pickersapier2013-12-11
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* Add Lithuanian translation.Ilya Zhuravlev2013-12-11
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* Check if width, height or start index of a list[] is negativePilzAdam2013-12-09
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* Optimize shaders code. Add settings at compile time.RealBadAngel2013-12-09
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* Mapgen Indev: Fix segfault in cave generation due to uninitialized variablekwolekr2013-12-08
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* Fix shaders on some GPUsNovatux2013-12-08
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* Fix leak and possible segfault in minetest.set_mapgen_paramskwolekr2013-12-08
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* EmergeManager: Fix Lua mapgen override param handlingkwolekr2013-12-08
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* Dungeongen: Create dungeon gen tuneables; add desert temples for Mapgen V6kwolekr2013-12-07
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* Move script_run_callbacks to LuaShadowNinja2013-12-07
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* Fix paralax occlusion settingShadowNinja2013-12-06
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* Fix small mistake in Lua API docssfan52013-12-06
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* Fix win32 jthread implementationsapier2013-12-06
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* Improve (re)spawn, add cache_block_before_spawn and max_spawn_height settingssweetbomber2013-12-05
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* Only create one alias metatableShadowNinja2013-12-04
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* Use a table in set_physics_override()PilzAdam2013-12-03
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* Add sneak and sneak_glitch to set_physics_override()PilzAdam2013-12-03
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* Fix LevelDB mapsSfan52013-12-03
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* Shaders rework.RealBadAngel2013-12-03
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* Dont move item back when not clicking on a slotPilzAdam2013-12-03
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* Rename names -> can_see_far_names in announceproller2013-12-03
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* Fix broken async locking in release buildsapier2013-12-03
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* Remove link to #, add unlimited_player_transfer_distance to announceproller2013-12-03
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* Fix MinGW buildSfan52013-12-01
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* Cleanup jthread and fix win32 buildsapier2013-12-01
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/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "content_mapblock.h"

#include "main.h" // For g_settings
#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
#include "settings.h"
#include "nodedef.h"
#include "tile.h"
#include "gamedef.h"
#include "util/numeric.h"
#include "util/directiontables.h"

// Create a cuboid.
//  collector - the MeshCollector for the resulting polygons
//  box       - the position and size of the box
//  tiles     - the tiles (materials) to use (for all 6 faces)
//  tilecount - number of entries in tiles, 1<=tilecount<=6
//  c         - vertex colour - used for all
//  txc       - texture coordinates - this is a list of texture coordinates
//              for the opposite corners of each face - therefore, there
//              should be (2+2)*6=24 values in the list. Alternatively, pass
//              NULL to use the entire texture for each face. The order of
//              the faces in the list is up-down-right-left-back-front
//              (compatible with ContentFeatures). If you specified 0,0,1,1
//              for each face, that would be the same as passing NULL.
void makeCuboid(MeshCollector *collector, const aabb3f &box,
	const TileSpec *tiles, int tilecount,
	video::SColor &c, const f32* txc)
{
	assert(tilecount >= 1 && tilecount <= 6);

	v3f min = box.MinEdge;
	v3f max = box.MaxEdge;

	if(txc == NULL)
	{
		static const f32 txc_default[24] = {
			0,0,1,1,
			0,0,1,1,
			0,0,1,1,
			0,0,1,1,
			0,0,1,1,
			0,0,1,1
		};
		txc = txc_default;
	}

	video::S3DVertex vertices[24] =
	{
		// up
		video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
		video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
		video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
		video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
		// down
		video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
		video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
		video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
		video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
		// right
		video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
		video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
		video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
		video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
		// left
		video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
		video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
		video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
		video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
		// back
		video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
		video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
		video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
		video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
		// front
		video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
		video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
		video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
		video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
	};

	for(s32 j=0; j<24; j++)
	{
		int tileindex = MYMIN(j/4, tilecount-1);
		vertices[j].TCoords *= tiles[tileindex].texture.size;
		vertices[j].TCoords += tiles[tileindex].texture.pos;
	}

	u16 indices[] = {0,1,2,2,3,0};

	// Add to mesh collector
	for(s32 j=0; j<24; j+=4)
	{
		int tileindex = MYMIN(j/4, tilecount-1);
		collector->append(tiles[tileindex],
				vertices+j, 4, indices, 6);
	}
}

void mapblock_mesh_generate_special(MeshMakeData *data,
		MeshCollector &collector)
{
	INodeDefManager *nodedef = data->m_gamedef->ndef();

	// 0ms
	//TimeTaker timer("mapblock_mesh_generate_special()");

	/*
		Some settings
	*/
	bool new_style_water = g_settings->getBool("new_style_water");
	
	float node_liquid_level = 1.0;
	if(new_style_water)
		node_liquid_level = 0.85;
	
	v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;

	for(s16 z=0; z<MAP_BLOCKSIZE; z++)
	for(s16 y=0; y<MAP_BLOCKSIZE; y++)
	for(s16 x=0; x<MAP_BLOCKSIZE; x++)
	{
		v3s16 p(x,y,z);

		MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
		const ContentFeatures &f = nodedef->get(n);

		// Only solidness=0 stuff is drawn here
		if(f.solidness != 0)
			continue;
		
		switch(f.drawtype){
		default:
			infostream<<"Got "<<f.drawtype<<std::endl;
			assert(0);
			break;
		case NDT_AIRLIKE:
			break;
		case NDT_LIQUID:
		{
			/*
				Add water sources to mesh if using new style
			*/
			TileSpec tile_liquid = f.special_tiles[0];
			AtlasPointer &pa_liquid = tile_liquid.texture;

			bool top_is_air = false;
			MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
			if(n.getContent() == CONTENT_AIR)
				top_is_air = true;
			
			if(top_is_air == false)
				continue;

			u16 l = getInteriorLight(n, 0, data);
			video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
			
			video::S3DVertex vertices[4] =
			{
				video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
						pa_liquid.x0(), pa_liquid.y1()),
				video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
						pa_liquid.x1(), pa_liquid.y1()),
				video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
						pa_liquid.x1(), pa_liquid.y0()),
				video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
						pa_liquid.x0(), pa_liquid.y0()),
			};

			v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
			for(s32 i=0; i<4; i++)
			{
				vertices[i].Pos += offset;
			}

			u16 indices[] = {0,1,2,2,3,0};
			// Add to mesh collector
			collector.append(tile_liquid, vertices, 4, indices, 6);
		break;}
		case NDT_FLOWINGLIQUID:
		{
			/*
				Add flowing liquid to mesh
			*/
			TileSpec tile_liquid = f.special_tiles[0];
			TileSpec tile_liquid_bfculled = f.special_tiles[1];
			AtlasPointer &pa_liquid = tile_liquid.texture;

			bool top_is_same_liquid = false;
			MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
			content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
			content_t c_source = nodedef->getId(f.liquid_alternative_source);
			if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
				top_is_same_liquid = true;
			
			u16 l = 0;
			// If this liquid emits light and doesn't contain light, draw
			// it at what it emits, for an increased effect
			u8 light_source = nodedef->get(n).light_source;
			if(light_source != 0){
				//l = decode_light(undiminish_light(light_source));
				l = decode_light(light_source);
				l = l | (l<<8);
			}
			// Use the light of the node on top if possible
			else if(nodedef->get(ntop).param_type == CPT_LIGHT)
				l = getInteriorLight(ntop, 0, data);
			// Otherwise use the light of this node (the liquid)
			else
				l = getInteriorLight(n, 0, data);
			video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
			
			// Neighbor liquid levels (key = relative position)
			// Includes current node
			core::map<v3s16, f32> neighbor_levels;
			core::map<v3s16, content_t> neighbor_contents;
			core::map<v3s16, u8> neighbor_flags;
			const u8 neighborflag_top_is_same_liquid = 0x01;
			v3s16 neighbor_dirs[9] = {
				v3s16(0,0,0),
				v3s16(0,0,1),
				v3s16(0,0,-1),
				v3s16(1,0,0),
				v3s16(-1,0,0),
				v3s16(1,0,1),
				v3s16(-1,0,-1),
				v3s16(1,0,-1),
				v3s16(-1,0,1),
			};
			for(u32 i=0; i<9; i++)
			{
				content_t content = CONTENT_AIR;
				float level = -0.5 * BS;
				u8 flags = 0;
				// Check neighbor
				v3s16 p2 = p + neighbor_dirs[i];
				MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
				if(n2.getContent() != CONTENT_IGNORE)
				{
					content = n2.getContent();

					if(n2.getContent() == c_source)
						level = (-0.5+node_liquid_level) * BS;
					else if(n2.getContent() == c_flowing)
						level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
								+ 0.5) / 8.0 * node_liquid_level) * BS;

					// Check node above neighbor.
					// NOTE: This doesn't get executed if neighbor
					//       doesn't exist
					p2.Y += 1;
					n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
					if(n2.getContent() == c_source ||
							n2.getContent() == c_flowing)
						flags |= neighborflag_top_is_same_liquid;
				}
				
				neighbor_levels.insert(neighbor_dirs[i], level);
				neighbor_contents.insert(neighbor_dirs[i], content);
				neighbor_flags.insert(neighbor_dirs[i], flags);
			}

			// Corner heights (average between four liquids)
			f32 corner_levels[4];
			
			v3s16 halfdirs[4] = {
				v3s16(0,0,0),
				v3s16(1,0,0),
				v3s16(1,0,1),
				v3s16(0,0,1),
			};
			for(u32 i=0; i<4; i++)
			{
				v3s16 cornerdir = halfdirs[i];
				float cornerlevel = 0;
				u32 valid_count = 0;
				u32 air_count = 0;
				for(u32 j=0; j<4; j++)
				{
					v3s16 neighbordir = cornerdir - halfdirs[j];
					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)
					{
						cornerlevel = 0.5*BS;
						valid_count = 1;
						break;
					}
					// Source is always the same height
					else if(content == c_source)
					{
						cornerlevel = (-0.5+node_liquid_level)*BS;
						valid_count = 1;
						break;
					}
					// Flowing liquid has level information
					else if(content == c_flowing)
					{
						cornerlevel += neighbor_levels[neighbordir];
						valid_count++;
					}
					else if(content == CONTENT_AIR)
					{
						air_count++;
					}
				}
				if(air_count >= 2)
					cornerlevel = -0.5*BS;
				else if(valid_count > 0)
					cornerlevel /= valid_count;
				corner_levels[i] = cornerlevel;
			}

			/*
				Generate sides
			*/

			v3s16 side_dirs[4] = {
				v3s16(1,0,0),
				v3s16(-1,0,0),
				v3s16(0,0,1),
				v3s16(0,0,-1),
			};
			s16 side_corners[4][2] = {
				{1, 2},
				{3, 0},
				{2, 3},
				{0, 1},
			};
			for(u32 i=0; i<4; i++)
			{
				v3s16 dir = side_dirs[i];

				/*
					If our topside is liquid and neighbor's topside
					is liquid, don't draw side face
				*/
				if(top_is_same_liquid &&
						neighbor_flags[dir] & neighborflag_top_is_same_liquid)
					continue;

				content_t neighbor_content = neighbor_contents[dir];
				const ContentFeatures &n_feat = nodedef->get(neighbor_content);
				
				// Don't draw face if neighbor is blocking the view
				if(n_feat.solidness == 2)
					continue;
				
				bool neighbor_is_same_liquid = (neighbor_content == c_source
						|| neighbor_content == c_flowing);
				
				// Don't draw any faces if neighbor same is liquid and top is
				// same liquid
				if(neighbor_is_same_liquid == true
						&& top_is_same_liquid == false)
					continue;

				// Use backface culled material if neighbor doesn't have a
				// solidness of 0
				const TileSpec *current_tile = &tile_liquid;
				if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
					current_tile = &tile_liquid_bfculled;
				
				video::S3DVertex vertices[4] =
				{
					video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
							pa_liquid.x0(), pa_liquid.y1()),
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
							pa_liquid.x1(), pa_liquid.y1()),
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
							pa_liquid.x1(), pa_liquid.y0()),
					video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
							pa_liquid.x0(), pa_liquid.y0()),
				};
				
				/*
					If our topside is liquid, set upper border of face
					at upper border of node
				*/
				if(top_is_same_liquid)
				{
					vertices[2].Pos.Y = 0.5*BS;
					vertices[3].Pos.Y = 0.5*BS;
				}
				/*
					Otherwise upper position of face is corner levels
				*/
				else
				{
					vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
					vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
				}
				
				/*
					If neighbor is liquid, lower border of face is corner
					liquid levels
				*/
				if(neighbor_is_same_liquid)
				{
					vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
					vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
				}
				/*
					If neighbor is not liquid, lower border of face is
					lower border of node
				*/
				else
				{
					vertices[0].Pos.Y = -0.5*BS;
					vertices[1].Pos.Y = -0.5*BS;
				}
				
				for(s32 j=0; j<4; j++)
				{
					if(dir == v3s16(0,0,1))
						vertices[j].Pos.rotateXZBy(0);
					if(dir == v3s16(0,0,-1))
						vertices[j].Pos.rotateXZBy(180);
					if(dir == v3s16(-1,0,0))
						vertices[j].Pos.rotateXZBy(90);
					if(dir == v3s16(1,0,-0))
						vertices[j].Pos.rotateXZBy(-90);
						
					// Do this to not cause glitches when two liquids are
					// side-by-side
					/*if(neighbor_is_same_liquid == false){
						vertices[j].Pos.X *= 0.98;
						vertices[j].Pos.Z *= 0.98;
					}*/

					vertices[j].Pos += intToFloat(p, BS);
				}

				u16 indices[] = {0,1,2,2,3,0};
				// Add to mesh collector
				collector.append(*current_tile, vertices, 4, indices, 6);
			}
			
			/*
				Generate top side, if appropriate
			*/
			
			if(top_is_same_liquid == false)
			{
				video::S3DVertex vertices[4] =
				{
					video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
							pa_liquid.x0(), pa_liquid.y1()),
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
							pa_liquid.x1(), pa_liquid.y1()),
					video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
							pa_liquid.x1(), pa_liquid.y0()),
					video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
							pa_liquid.x0(), pa_liquid.y0()),
				};
				
				// To get backface culling right, the vertices need to go
				// clockwise around the front of the face. And we happened to
				// calculate corner levels in exact reverse order.
				s32 corner_resolve[4] = {3,2,1,0};

				for(s32 i=0; i<4; i++)
				{
					//vertices[i].Pos.Y += liquid_level;
					//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
					s32 j = corner_resolve[i];
					vertices[i].Pos.Y += corner_levels[j];
					vertices[i].Pos += intToFloat(p, BS);
				}
				
				// Default downwards-flowing texture animation goes from 
				// -Z towards +Z, thus the direction is +Z.
				// Rotate texture to make animation go in flow direction
				// Positive if liquid moves towards +Z
				int dz = (corner_levels[side_corners[3][0]] +
						corner_levels[side_corners[3][1]]) -
						(corner_levels[side_corners[2][0]] +
						corner_levels[side_corners[2][1]]);
				// Positive if liquid moves towards +X
				int dx = (corner_levels[side_corners[1][0]] +
						corner_levels[side_corners[1][1]]) -
						(corner_levels[side_corners[0][0]] +
						corner_levels[side_corners[0][1]]);
				// -X
				if(-dx >= abs(dz))
				{
					v2f t = vertices[0].TCoords;
					vertices[0].TCoords = vertices[1].TCoords;
					vertices[1].TCoords = vertices[2].TCoords;
					vertices[2].TCoords = vertices[3].TCoords;
					vertices[3].TCoords = t;
				}
				// +X
				if(dx >= abs(dz))
				{
					v2f t = vertices[0].TCoords;
					vertices[0].TCoords = vertices[3].TCoords;
					vertices[3].TCoords = vertices[2].TCoords;
					vertices[2].TCoords = vertices[1].TCoords;
					vertices[1].TCoords = t;
				}
				// -Z
				if(-dz >= abs(dx))
				{
					v2f t = vertices[0].TCoords;
					vertices[0].TCoords = vertices[3].TCoords;
					vertices[3].TCoords = vertices[2].TCoords;
					vertices[2].TCoords = vertices[1].TCoords;
					vertices[1].TCoords = t;
					t = vertices[0].TCoords;
					vertices[0].TCoords = vertices[3].TCoords;
					vertices[3].TCoords = vertices[2].TCoords;
					vertices[2].TCoords = vertices[1].TCoords;
					vertices[1].TCoords = t;
				}

				u16 indices[] = {0,1,2,2,3,0};
				// Add to mesh collector
				collector.append(tile_liquid, vertices, 4, indices, 6);
			}
		break;}
		case NDT_GLASSLIKE:
		{
			TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
			AtlasPointer ap = tile.texture;

			u16 l = getInteriorLight(n, 1, data);
			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));

			for(u32 j=0; j<6; j++)
			{
				// Check this neighbor
				v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
				MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
				// Don't make face if neighbor is of same type
				if(n2.getContent() == n.getContent())
					continue;

				// The face at Z+
				video::S3DVertex vertices[4] =
				{
					video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
						ap.x0(), ap.y1()),
					video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
						ap.x1(), ap.y1()),
					video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
						ap.x1(), ap.y0()),
					video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
						ap.x0(), ap.y0()),
				};
				
				// Rotations in the g_6dirs format
				if(j == 0) // Z+
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(0);
				else if(j == 1) // Y+
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateYZBy(-90);
				else if(j == 2) // X+
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(-90);
				else if(j == 3) // Z-
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(180);
				else if(j == 4) // Y-
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateYZBy(90);
				else if(j == 5) // X-
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(90);

				for(u16 i=0; i<4; i++){
					vertices[i].Pos += intToFloat(p, BS);
				}

				u16 indices[] = {0,1,2,2,3,0};
				// Add to mesh collector
				collector.append(tile, vertices, 4, indices, 6);
			}
		break;}
		case NDT_ALLFACES:
		{
			TileSpec tile_leaves = getNodeTile(n, p,
					v3s16(0,0,0), data);
			AtlasPointer pa_leaves = tile_leaves.texture;

			u16 l = getInteriorLight(n, 1, data);
			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));

			v3f pos = intToFloat(p, BS);
			aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
			box.MinEdge += pos;
			box.MaxEdge += pos;
			makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
		break;}
		case NDT_ALLFACES_OPTIONAL:
			// This is always pre-converted to something else
			assert(0);
			break;
		case NDT_TORCHLIKE:
		{
			v3s16 dir = n.getWallMountedDir(nodedef);
			
			u8 tileindex = 0;
			if(dir == v3s16(0,-1,0)){
				tileindex = 0; // floor
			} else if(dir == v3s16(0,1,0)){
				tileindex = 1; // ceiling
			// For backwards compatibility
			} else if(dir == v3s16(0,0,0)){
				tileindex = 0; // floor
			} else {
				tileindex = 2; // side
			}

			TileSpec tile = getNodeTileN(n, p, tileindex, data);
			tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
			tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;

			AtlasPointer ap = tile.texture;

			u16 l = getInteriorLight(n, 1, data);
			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));

			// Wall at X+ of node
			video::S3DVertex vertices[4] =
			{
				video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
						ap.x0(), ap.y1()),
				video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
						ap.x1(), ap.y1()),
				video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
						ap.x1(), ap.y0()),
				video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
						ap.x0(), ap.y0()),
			};

			for(s32 i=0; i<4; i++)
			{
				if(dir == v3s16(1,0,0))
					vertices[i].Pos.rotateXZBy(0);
				if(dir == v3s16(-1,0,0))
					vertices[i].Pos.rotateXZBy(180);
				if(dir == v3s16(0,0,1))
					vertices[i].Pos.rotateXZBy(90);
				if(dir == v3s16(0,0,-1))
					vertices[i].Pos.rotateXZBy(-90);
				if(dir == v3s16(0,-1,0))
					vertices[i].Pos.rotateXZBy(45);
				if(dir == v3s16(0,1,0))
					vertices[i].Pos.rotateXZBy(-45);

				vertices[i].Pos += intToFloat(p, BS);
			}

			u16 indices[] = {0,1,2,2,3,0};
			// Add to mesh collector
			collector.append(tile, vertices, 4, indices, 6);
		break;}
		case NDT_SIGNLIKE:
		{
			TileSpec tile = getNodeTileN(n, p, 0, data);
			tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
			tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
			AtlasPointer ap = tile.texture;

			u16 l = getInteriorLight(n, 0, data);
			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
				
			float d = (float)BS/16;
			// Wall at X+ of node
			video::S3DVertex vertices[4] =
			{
				video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
						ap.x0(), ap.y0()),
				video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
						ap.x1(), ap.y0()),
				video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
						ap.x1(), ap.y1()),
				video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
						ap.x0(), ap.y1()),
			};

			v3s16 dir = n.getWallMountedDir(nodedef);

			for(s32 i=0; i<4; i++)
			{
				if(dir == v3s16(1,0,0))
					vertices[i].Pos.rotateXZBy(0);
				if(dir == v3s16(-1,0,0))
					vertices[i].Pos.rotateXZBy(180);
				if(dir == v3s16(0,0,1))
					vertices[i].Pos.rotateXZBy(90);
				if(dir == v3s16(0,0,-1))
					vertices[i].Pos.rotateXZBy(-90);
				if(dir == v3s16(0,-1,0))
					vertices[i].Pos.rotateXYBy(-90);
				if(dir == v3s16(0,1,0))
					vertices[i].Pos.rotateXYBy(90);

				vertices[i].Pos += intToFloat(p, BS);
			}

			u16 indices[] = {0,1,2,2,3,0};
			// Add to mesh collector
			collector.append(tile, vertices, 4, indices, 6);
		break;}
		case NDT_PLANTLIKE:
		{
			TileSpec tile = getNodeTileN(n, p, 0, data);
			tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
			AtlasPointer ap = tile.texture;
			
			u16 l = getInteriorLight(n, 1, data);
			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));

			for(u32 j=0; j<4; j++)
			{
				video::S3DVertex vertices[4] =
				{
					video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
						ap.x0(), ap.y1()),
					video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
						ap.x1(), ap.y1()),
					video::S3DVertex( BS/2*f.visual_scale,
						-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
						ap.x1(), ap.y0()),
					video::S3DVertex(-BS/2*f.visual_scale,
						-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
						ap.x0(), ap.y0()),
				};

				if(j == 0)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(45);
				}
				else if(j == 1)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(-45);
				}
				else if(j == 2)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(135);
				}
				else if(j == 3)
				{
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(-135);
				}

				for(u16 i=0; i<4; i++)
				{
					vertices[i].Pos *= f.visual_scale;
					vertices[i].Pos += intToFloat(p, BS);
				}

				u16 indices[] = {0,1,2,2,3,0};
				// Add to mesh collector
				collector.append(tile, vertices, 4, indices, 6);
			}
		break;}
		case NDT_FENCELIKE:
		{
			TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
			TileSpec tile_nocrack = tile;
			tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
			
			// A hack to put wood the right way around in the posts
			ITextureSource *tsrc = data->m_gamedef->tsrc();
			TileSpec tile_rot = tile;
			tile_rot.texture = tsrc->getTexture(tsrc->getTextureName(
					tile.texture.id) + "^[transformR90");
					
			u16 l = getInteriorLight(n, 1, data);
			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));

			const f32 post_rad=(f32)BS/8;
			const f32 bar_rad=(f32)BS/16;
			const f32 bar_len=(f32)(BS/2)-post_rad;

			v3f pos = intToFloat(p, BS);

			// The post - always present
			aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
			post.MinEdge += pos;
			post.MaxEdge += pos;
			f32 postuv[24]={
					6/16.,6/16.,10/16.,10/16.,
					6/16.,6/16.,10/16.,10/16.,
					0/16.,0,4/16.,1,
					4/16.,0,8/16.,1,
					8/16.,0,12/16.,1,
					12/16.,0,16/16.,1};
			makeCuboid(&collector, post, &tile_rot, 1, c, postuv);

			// Now a section of fence, +X, if there's a post there
			v3s16 p2 = p;
			p2.X++;
			MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
			const ContentFeatures *f2 = &nodedef->get(n2);
			if(f2->drawtype == NDT_FENCELIKE)
			{
				aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
						bar_len+BS/2,bar_rad+BS/4,bar_rad);
				bar.MinEdge += pos;
				bar.MaxEdge += pos;
				f32 xrailuv[24]={
					0/16.,2/16.,16/16.,4/16.,
					0/16.,4/16.,16/16.,6/16.,
					6/16.,6/16.,8/16.,8/16.,
					10/16.,10/16.,12/16.,12/16.,
					0/16.,8/16.,16/16.,10/16.,
					0/16.,14/16.,16/16.,16/16.};
				makeCuboid(&collector, bar, &tile_nocrack, 1,
						c, xrailuv);
				bar.MinEdge.Y -= BS/2;
				bar.MaxEdge.Y -= BS/2;
				makeCuboid(&collector, bar, &tile_nocrack, 1,
						c, xrailuv);
			}

			// Now a section of fence, +Z, if there's a post there
			p2 = p;
			p2.Z++;
			n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
			f2 = &nodedef->get(n2);
			if(f2->drawtype == NDT_FENCELIKE)
			{
				aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
						bar_rad,bar_rad+BS/4,bar_len+BS/2);
				bar.MinEdge += pos;
				bar.MaxEdge += pos;
				f32 zrailuv[24]={
					3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
					4/16.,1/16.,6/16.,5/16., // for wood texture instead
					0/16.,9/16.,16/16.,11/16.,
					0/16.,6/16.,16/16.,8/16.,
					6/16.,6/16.,8/16.,8/16.,
					10/16.,10/16.,12/16.,12/16.};
				makeCuboid(&collector, bar, &tile_nocrack, 1,
						c, zrailuv);
				bar.MinEdge.Y -= BS/2;
				bar.MaxEdge.Y -= BS/2;
				makeCuboid(&collector, bar, &tile_nocrack, 1,
						c, zrailuv);
			}
		break;}
		case NDT_RAILLIKE:
		{
			bool is_rail_x [] = { false, false };  /* x-1, x+1 */
			bool is_rail_z [] = { false, false };  /* z-1, z+1 */

			bool is_rail_z_minus_y [] = { false, false };  /* z-1, z+1; y-1 */
			bool is_rail_x_minus_y [] = { false, false };  /* x-1, z+1; y-1 */
			bool is_rail_z_plus_y [] = { false, false };  /* z-1, z+1; y+1 */
			bool is_rail_x_plus_y [] = { false, false };  /* x-1, x+1; y+1 */

			MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
			MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
			MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
			MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
			MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
			MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
			MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
			MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
			MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
			MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
			MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
			MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
			
			content_t thiscontent = n.getContent();
			if(n_minus_x.getContent() == thiscontent)
				is_rail_x[0] = true;
			if (n_minus_x_minus_y.getContent() == thiscontent)
				is_rail_x_minus_y[0] = true;
			if(n_minus_x_plus_y.getContent() == thiscontent)
				is_rail_x_plus_y[0] = true;

			if(n_plus_x.getContent() == thiscontent)
				is_rail_x[1] = true;
			if (n_plus_x_minus_y.getContent() == thiscontent)
				is_rail_x_minus_y[1] = true;
			if(n_plus_x_plus_y.getContent() == thiscontent)
				is_rail_x_plus_y[1] = true;

			if(n_minus_z.getContent() == thiscontent)
				is_rail_z[0] = true;
			if (n_minus_z_minus_y.getContent() == thiscontent)
				is_rail_z_minus_y[0] = true;
			if(n_minus_z_plus_y.getContent() == thiscontent)
				is_rail_z_plus_y[0] = true;

			if(n_plus_z.getContent() == thiscontent)
				is_rail_z[1] = true;
			if (n_plus_z_minus_y.getContent() == thiscontent)
				is_rail_z_minus_y[1] = true;
			if(n_plus_z_plus_y.getContent() == thiscontent)
				is_rail_z_plus_y[1] = true;

			bool is_rail_x_all[] = {false, false};
			bool is_rail_z_all[] = {false, false};
			is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
			is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
			is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
			is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];

			// reasonable default, flat straight unrotated rail
			bool is_straight = true;
			int adjacencies = 0;
			int angle = 0;
			u8 tileindex = 0;

			// check for sloped rail
			if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
			{
				adjacencies = 5; //5 means sloped
				is_straight = true; // sloped is always straight
			}
			else
			{
				// is really straight, rails on both sides
				is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
				adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
			}

			switch (adjacencies) {
			case 1:
				if(is_rail_x_all[0] || is_rail_x_all[1])
					angle = 90;
				break;
			case 2:
				if(!is_straight)
					tileindex = 1; // curved
				if(is_rail_x_all[0] && is_rail_x_all[1])
					angle = 90;
				if(is_rail_z_all[0] && is_rail_z_all[1]){
					if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180;
				}
				else if(is_rail_x_all[0] && is_rail_z_all[0])
					angle = 270;
				else if(is_rail_x_all[0] && is_rail_z_all[1])
					angle = 180;
				else if(is_rail_x_all[1] && is_rail_z_all[1])
					angle = 90;
				break;
			case 3:
				// here is where the potential to 'switch' a junction is, but not implemented at present
				tileindex = 2; // t-junction
				if(!is_rail_x_all[1])
					angle=180;
				if(!is_rail_z_all[0])
					angle=90;
				if(!is_rail_z_all[1])
					angle=270;
				break;
			case 4:
				tileindex = 3; // crossing
				break;
			case 5: //sloped
				if(is_rail_z_plus_y[0])
					angle = 180;
				if(is_rail_x_plus_y[0])
					angle = 90;
				if(is_rail_x_plus_y[1])
					angle = -90;
				break;
			default:
				break;
			}

			TileSpec tile = getNodeTileN(n, p, tileindex, data);
			tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
			tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;

			AtlasPointer ap = tile.texture;
			
			u16 l = getInteriorLight(n, 0, data);
			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));

			float d = (float)BS/64;
			
			char g=-1;
			if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
				g=1; //Object is at a slope

			video::S3DVertex vertices[4] =
			{
					video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
							ap.x0(), ap.y1()),
					video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
							ap.x1(), ap.y1()),
					video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c,
							ap.x1(), ap.y0()),
					video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c,
							ap.x0(), ap.y0()),
			};

			for(s32 i=0; i<4; i++)
			{
				if(angle != 0)
					vertices[i].Pos.rotateXZBy(angle);
				vertices[i].Pos += intToFloat(p, BS);
			}

			u16 indices[] = {0,1,2,2,3,0};
			collector.append(tile, vertices, 4, indices, 6);
		break;}
		case NDT_NODEBOX:
		{
			static const v3s16 tile_dirs[6] = {
				v3s16(0, 1, 0),
				v3s16(0, -1, 0),
				v3s16(1, 0, 0),
				v3s16(-1, 0, 0),
				v3s16(0, 0, 1),
				v3s16(0, 0, -1)
			};

			TileSpec tiles[6];
			for(int i = 0; i < 6; i++)
			{
				// Handles facedir rotation for textures
				tiles[i] = getNodeTile(n, p, tile_dirs[i], data);
			}

			u16 l = getInteriorLight(n, 0, data);
			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));

			v3f pos = intToFloat(p, BS);

			std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
			for(std::vector<aabb3f>::iterator
					i = boxes.begin();
					i != boxes.end(); i++)
			{
				aabb3f box = *i;
				box.MinEdge += pos;
				box.MaxEdge += pos;

				// Compute texture coords
				f32 tx1 = (i->MinEdge.X/BS)+0.5;
				f32 ty1 = (i->MinEdge.Y/BS)+0.5;
				f32 tz1 = (i->MinEdge.Z/BS)+0.5;
				f32 tx2 = (i->MaxEdge.X/BS)+0.5;
				f32 ty2 = (i->MaxEdge.Y/BS)+0.5;
				f32 tz2 = (i->MaxEdge.Z/BS)+0.5;
				f32 txc[24] = {
					// up
					tx1, 1-tz2, tx2, 1-tz1,
					// down
					tx1, tz1, tx2, tz2,
					// right
					tz1, 1-ty2, tz2, 1-ty1,
					// left
					1-tz2, 1-ty2, 1-tz1, 1-ty1,
					// back
					1-tx2, 1-ty2, 1-tx1, 1-ty1,
					// front
					tx1, 1-ty2, tx2, 1-ty1,
				};

				makeCuboid(&collector, box, tiles, 6, c, txc);
			}
		break;}
		}
	}
}