| Commit message (Collapse) | Author | Age |
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This avoids the problem of offset nodes with visual_scale > 1.
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* Skip rendering faces adjacent to opaque nodes
* Cancel out opposite faces of adjacent nodebox nodes of the same type
Fixes #6409
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As reported in #12197, b0b9732359d43325c8bd820abeb8417353365a0c
introduces a regression in worldalign textures.
The specific change that seems to be responsible for this issue is the
change in order between the computation of the cuboid texture
coordinates and the box edge correction.
Fix #12197 by moving the box edge correction back to before the cuboid
texture coordinates, as it used to be.
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Use BSP tree to order transparent triangles
https://en.wikipedia.org/wiki/Binary_space_partitioning
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This permits to make evidence that we have some bad object passing on various code parts. I fixed majority of them to reduce the scope of passed objects
Unfortunately, for some edge cases i should have to expose ISceneManager from client, this should be fixed in the future when our POO will be cleaner client side (we have a mix of rendering and processing in majority of the client objects, it works but it's not clean)
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Previously, the param2-controlled horizontal/vertical merge feature
(which was undocumented and forgotten) was always active, causing
uses of param2 other than "glasslikeliquidlevel" to affect H/V
merging.
Only respect H/V merge bits when paramtype2 = "glasslikeliquidlevel".
H/V merge bits and liquid level bits are designed to be used
simultaneously.
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Previously textures of the side faces on flowing liquid nodes would
become distorted on different axis depending on the liquid level. This
is because the nodes always had the same texture coordinates, even when
the generated face could have different sizes. This solves that problem
by adjusting the texture coordinates for the vertices making up the top
of the faces, so the textures will not look compressed for smaller
faces.
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Update Android.mk
Remove 'src/client' from include_directories
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