aboutsummaryrefslogtreecommitdiff
path: root/data/mods/default/textures/treeprop.png
blob: 77ea4d6d4ad6c245b9fe60b0a65238b8c3fe4186 (plain)
ofshex dumpascii
0000 89 50 4e 47 0d 0a 1a 0a 00 00 00 0d 49 48 44 52 00 00 00 20 00 00 00 20 08 06 00 00 00 73 7a 7a .PNG........IHDR.............szz
0020 f4 00 00 00 04 73 42 49 54 08 08 08 08 7c 08 64 88 00 00 00 09 70 48 59 73 00 00 0e c4 00 00 0e .....sBIT....|.d.....pHYs.......
0040 c4 01 95 2b 0e 1b 00 00 03 c1 49 44 41 54 58 85 ed 94 31 6c 1b 65 14 c7 7f df 9d 7d 3e c7 e7 d8 ...+......IDATX...1l.e.....}>...
0060 4d 1c 27 24 29 4d d3 28 a1 84 02 a2 6e a4 54 14 68 45 25 24 40 30 84 a9 2c 88 81 25 23 62 61 66 M.'$)M.(....n.T.hE%$@0..,..%#baf
0080 83 0d c6 ae 08 55 2c 20 06 96 30 50 48 50 68 14 2a 91 4a 41 51 13 83 1d c7 76 12 27 ce f9 ec f3 .....U,...0PHPh.*.JAQ....v.'....
00a0 d9 f7 31 9c eb d8 89 2b 84 18 58 fc 9f be f7 be f7 de f7 7f ff 7b f7 a0 8b 2e ba e8 a2 8b 2e ba ..1....+..X..........{..........
00c0 e8 e2 7f 86 f8 2f c9 73 5f 0a b9 b5 18 62 27 69 a2 38 3e e2 13 3a f7 3e 37 ff 55 cd 66 70 62 de ...../.s_....b'i.8>..:.>7.U.fpb.
00e0 90 ad 85 f6 1e 9a 5c bb 15 61 65 f5 90 b5 4f 3b 13 4d cc 1b 12 20 da ab b1 93 2f e0 ee 06 01 e8 ......\..ae...O;.M......../.....
0100 19 51 9a 31 ff 44 c8 d7 6a 3c 75 a9 8f 9d 7c 01 2b ed d2 3f 6e f0 60 a9 4e 10 03 30 db 92 de be .Q.1.D..j<u...|.+..?n.`.N..0....
0120 8d 4c ad 1a 00 e4 d7 05 fd 09 05 3d 10 42 19 f7 e2 8a 3f 47 29 b9 15 06 67 bc f2 67 5f 43 1a 43 .L.........=.B....?G)...g..g_C.C
0140 2a ce 83 5e a2 33 4e 1b 31 25 31 6f c8 d1 37 91 b9 8d 0a 07 c5 2a a5 b4 24 31 e7 a7 ac 9b ec 3d *..^.3N.1%1o..7......*..$1.....=
0160 34 79 7a 56 65 fa 43 e4 a3 6e 01 52 ab 06 3b 49 93 dc 46 85 81 29 c9 de 51 05 00 d7 32 70 2d 83 4yzVe.C..n.R..;I..F..)..Q...2p-.
0180 62 b6 cc 11 95 a6 4a 4a 3d 4c 6d 57 c3 8e 15 c9 6e 5a 00 cc 7e 8c 04 10 89 79 43 b6 4a d8 2a df b.....JJ=LmW....nZ..~....yC.J.*.
01a0 49 24 7f 37 09 d6 fc c4 9f 0f b4 c9 5e 4d 07 e8 bb 56 c0 b5 1b aa fc 20 18 b8 e1 f1 cd 6d 54 88 I$.7........^M...V...........mT.
01c0 4f e8 a4 bf ab 71 f3 93 00 2b ab 87 04 2b 5e 5c 29 a5 a2 00 a8 d2 93 d0 18 b7 30 ef f9 c8 2e d7 O....q...+...+^\).........0.....
01e0 00 da ce 00 e7 9e 31 78 e1 3d 4f c2 d6 1c 3b 56 c4 b5 0d 72 eb 0e 91 68 85 33 31 a3 99 d3 7b b6 ......1x.=O...;V...r...h.31...{.
0200 8e 95 76 19 79 c3 e7 7d d2 c6 e3 17 12 26 a1 c9 43 94 5c da 6c 93 b0 55 be d6 b3 94 36 63 57 4b ..v.y..}.....&..C.\.l..U....6cWK
0220 a4 56 0d 4e e6 5c bf 65 50 d6 4d e2 53 7e 0e 0f 74 b4 2b 19 00 fa c3 7a c7 c6 00 16 be 86 f1 0b .V.N.\.eP.M.S~..t.+....z........
0240 c3 28 f1 11 03 25 d0 18 32 15 fc 41 8d 89 19 8f 65 e0 a2 cd f4 0d 85 1e ad c6 ca 17 8e d8 5a 0c .(...%..2..A....e.............Z.
0260 01 30 79 b1 8f 8a 5d c2 4a bb a0 72 aa 33 d7 3a 4d f2 54 33 63 06 77 3e d8 16 0a fb 3c 56 3e 5f .0y...].J..r.3.:M.T3c.w>....<V>_
0280 48 b0 b5 ec 72 64 d9 00 bc 3a e7 3b 25 7f a7 ce 50 41 ac 87 8f 87 e7 44 63 fb 9b 0e 01 c3 1b 46 H...rd...:.;%...PA.....Dc......F
02a0 71 f9 fd 90 14 41 41 6e cb e1 dc b4 c4 5e 8b 92 d7 f6 f0 05 24 b6 eb 22 6c 3f 91 27 1c 34 d5 60 q....AAn.....^......$.."l?.'.4.`
02c0 f8 49 97 df 96 2c e2 23 0d 92 75 d8 fe de c1 1a b0 99 98 31 90 d2 46 88 00 99 8c c9 f5 dd 49 92 .I...,.#..u........1..F.......I.
02e0 8e c3 dd c5 4d 01 f0 ee cb 93 32 e9 38 a4 86 32 54 5d 10 55 e8 1d 04 df ca ed 52 73 51 0c 26 e3 ....M.....2.8..2T].U......RsQ.&.
0300 d2 2a 38 bc 3e 7b 89 5f a2 1b cd e2 03 a3 5e f1 6f 3f 72 04 c0 9f 8d bd f0 e2 73 63 f2 a5 67 23 .*8.>{._......^.o?r.......sc..g#
0320 7c f5 cd 7d b1 3d 6a 4a 21 20 bd ec 20 f2 10 78 45 65 3f 5b 6e 8a 10 08 7a 76 64 4a 21 b3 e0 52 |..}.=jJ!......xEe?[n...zvdJ!..R
0340 ee 87 d8 b0 42 db 3f 57 b6 74 7c ba 1f 55 71 3b ca 76 12 3d aa c3 90 da d3 b8 f7 7c 23 33 e0 0f ....B.?W.t|..Uq;.v.=.......|#3..
0360 42 9f 16 40 57 f5 66 6c d3 56 c1 af ab 8c 5f f6 9e 6e 23 50 73 8f 30 5c 17 9f ac 77 9c 87 93 f8 B..@W.fl.V...._..n#Ps.0\...w....
0380 ab 20 b0 dc 5c e3 fe d8 7f 26 06 22 a4 72 54 2a 36 7d 8f ec de 88 4b b4 ff 38 b8 6d 15 ab aa 4a ....\....&.".rT*6}....K..8.m...J
03a0 4d f3 e1 e4 61 e1 4e 4d bc 73 55 97 e9 bb 1a 8b f7 93 1d f7 79 30 2c a0 a2 01 60 fe 84 30 81 f3 M...a.NM.sU.........y0,...`..0..
03c0 71 4d 9e 0f 29 e4 8b 05 86 c2 61 fe 20 0b d0 b4 7f fc 2c 2b de ba 12 97 db 4b 1a bf ae a5 44 9b qM..).....a.......,+.....K....D.
03e0 02 31 cd 87 25 a1 1e f3 03 70 50 0d 52 95 92 c7 a1 6a 0a 0e 94 7a bb 4f 4a 0e aa 41 f2 99 1a 32 .1..%....pP.R....j...z.OJ..A...2
0400 7c 7c d7 6a 1f 3a 3a 4e a3 ee df 97 76 db e6 26 73 2e f3 00 00 00 00 49 45 4e 44 ae 42 60 82 ||.j.::N....v..&s......IEND.B`.
' href='#n240'>240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264
/*
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 "mapblock_mesh.h"
#include "light.h"
#include "mapblock.h"
#include "map.h"
#include "main.h" // for g_profiler
#include "profiler.h"
#include "nodedef.h"
#include "gamedef.h"
#include "mesh.h"
#include "content_mapblock.h"
#include "noise.h"
#include "settings.h"
#include "util/directiontables.h"

/*
	MeshMakeData
*/

MeshMakeData::MeshMakeData(IGameDef *gamedef):
	m_vmanip(),
	m_blockpos(-1337,-1337,-1337),
	m_crack_pos_relative(-1337, -1337, -1337),
	m_smooth_lighting(false),
	m_gamedef(gamedef)
{}

void MeshMakeData::fill(MapBlock *block)
{
	m_blockpos = block->getPos();

	v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
	
	/*
		Copy data
	*/

	// Allocate this block + neighbors
	m_vmanip.clear();
	m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
			blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));

	{
		//TimeTaker timer("copy central block data");
		// 0ms

		// Copy our data
		block->copyTo(m_vmanip);
	}
	{
		//TimeTaker timer("copy neighbor block data");
		// 0ms

		/*
			Copy neighbors. This is lightning fast.
			Copying only the borders would be *very* slow.
		*/
		
		// Get map
		Map *map = block->getParent();

		for(u16 i=0; i<6; i++)
		{
			const v3s16 &dir = g_6dirs[i];
			v3s16 bp = m_blockpos + dir;
			MapBlock *b = map->getBlockNoCreateNoEx(bp);
			if(b)
				b->copyTo(m_vmanip);
		}
	}
}

void MeshMakeData::fillSingleNode(MapNode *node)
{
	m_blockpos = v3s16(0,0,0);
	
	v3s16 blockpos_nodes = v3s16(0,0,0);
	VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
			blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1));
	s32 volume = area.getVolume();
	s32 our_node_index = area.index(1,1,1);

	// Allocate this block + neighbors
	m_vmanip.clear();
	m_vmanip.addArea(area);

	// Fill in data
	MapNode *data = new MapNode[volume];
	for(s32 i = 0; i < volume; i++)
	{
		if(i == our_node_index)
		{
			data[i] = *node;
		}
		else
		{
			data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
		}
	}
	m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent());
	delete[] data;
}

void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
{
	if(crack_level >= 0)
		m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
}

void MeshMakeData::setSmoothLighting(bool smooth_lighting)
{
	m_smooth_lighting = smooth_lighting;
}

/*
	Light and vertex color functions
*/

/*
	Calculate non-smooth lighting at interior of node.
	Single light bank.
*/
static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
		MeshMakeData *data)
{
	INodeDefManager *ndef = data->m_gamedef->ndef();
	u8 light = n.getLight(bank, ndef);

	while(increment > 0)
	{
		light = undiminish_light(light);
		--increment;
	}
	while(increment < 0)
	{
		light = diminish_light(light);
		++increment;
	}

	return decode_light(light);
}

/*
	Calculate non-smooth lighting at interior of node.
	Both light banks.
*/
u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
{
	u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data);
	u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data);
	return day | (night << 8);
}

/*
	Calculate non-smooth lighting at face of node.
	Single light bank.
*/
static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
		v3s16 face_dir, MeshMakeData *data)
{
	INodeDefManager *ndef = data->m_gamedef->ndef();

	u8 light;
	u8 l1 = n.getLight(bank, ndef);
	u8 l2 = n2.getLight(bank, ndef);
	if(l1 > l2)
		light = l1;
	else
		light = l2;

	// Boost light level for light sources
	u8 light_source = MYMAX(ndef->get(n).light_source,
			ndef->get(n2).light_source);
	//if(light_source >= light)
		//return decode_light(undiminish_light(light_source));
	if(light_source > light)
		//return decode_light(light_source);
		light = light_source;

	// Make some nice difference to different sides

	// This makes light come from a corner
	/*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
		light = diminish_light(diminish_light(light));
	else if(face_dir.X == -1 || face_dir.Z == -1)
		light = diminish_light(light);*/

	// All neighboring faces have different shade (like in minecraft)
	if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
		light = diminish_light(diminish_light(light));
	else if(face_dir.Z == 1 || face_dir.Z == -1)
		light = diminish_light(light);

	return decode_light(light);
}

/*
	Calculate non-smooth lighting at face of node.
	Both light banks.
*/
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data)
{
	u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data);
	u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data);
	return day | (night << 8);
}

/*
	Calculate smooth lighting at the XYZ- corner of p.
	Single light bank.
*/
static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
{
	static v3s16 dirs8[8] = {
		v3s16(0,0,0),
		v3s16(0,0,1),
		v3s16(0,1,0),
		v3s16(0,1,1),
		v3s16(1,0,0),
		v3s16(1,1,0),
		v3s16(1,0,1),
		v3s16(1,1,1),
	};

	INodeDefManager *ndef = data->m_gamedef->ndef();

	u16 ambient_occlusion = 0;
	u16 light = 0;
	u16 light_count = 0;
	u8 light_source_max = 0;
	for(u32 i=0; i<8; i++)
	{
		MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
		const ContentFeatures &f = ndef->get(n);
		if(f.light_source > light_source_max)
			light_source_max = f.light_source;
		// Check f.solidness because fast-style leaves look
		// better this way
		if(f.param_type == CPT_LIGHT && f.solidness != 2)
		{
			light += decode_light(n.getLight(bank, ndef));
			light_count++;
		}
		else if(n.getContent() != CONTENT_IGNORE)
		{
			ambient_occlusion++;
		}
	}

	if(light_count == 0)
		return 255;
	
	light /= light_count;

	// Boost brightness around light sources
	if(decode_light(light_source_max) >= light)
		//return decode_light(undiminish_light(light_source_max));
		return decode_light(light_source_max);

	if(ambient_occlusion > 4)
	{
		//ambient_occlusion -= 4;
		//light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
		float light_amount = (8 - ambient_occlusion) / 4.0;
		float light_f = (float)light / 255.0;
		light_f = pow(light_f, 2.2f); // gamma -> linear space
		light_f = light_f * light_amount;
		light_f = pow(light_f, 1.0f/2.2f); // linear -> gamma space
		if(light_f > 1.0)
			light_f = 1.0;
		light = 255.0 * light_f + 0.5;
	}

	return light;
}

/*
	Calculate smooth lighting at the XYZ- corner of p.
	Both light banks.
*/
static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
{
	u16 day = getSmoothLight(LIGHTBANK_DAY, p, data);
	u16 night = getSmoothLight(LIGHTBANK_NIGHT, p, data);
	return day | (night << 8);
}

/*
	Calculate smooth lighting at the given corner of p.
	Both light banks.
*/
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
{
	if(corner.X == 1) p.X += 1;
	else              assert(corner.X == -1);
	if(corner.Y == 1) p.Y += 1;
	else              assert(corner.Y == -1);
	if(corner.Z == 1) p.Z += 1;
	else              assert(corner.Z == -1);
	
	return getSmoothLight(p, data);
}

/*
	Converts from day + night color values (0..255)
	and a given daynight_ratio to the final SColor shown on screen.
*/
static void finalColorBlend(video::SColor& result,
		u8 day, u8 night, u32 daynight_ratio)
{
	s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
	s32 b = rg;

	// Moonlight is blue
	b += (day - night) / 13;
	rg -= (day - night) / 23;

	// Emphase blue a bit in darker places
	// Each entry of this array represents a range of 8 blue levels
	static u8 emphase_blue_when_dark[32] = {
		1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
		0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
	};
	if(b < 0)
		b = 0;
	if(b > 255)
		b = 255;
	b += emphase_blue_when_dark[b / 8];

	// Artificial light is yellow-ish
	static u8 emphase_yellow_when_artificial[16] = {
		0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
	};
	rg += emphase_yellow_when_artificial[night/16];
	if(rg < 0)
		rg = 0;
	if(rg > 255)
		rg = 255;

	result.setRed(rg);
	result.setGreen(rg);
	result.setBlue(b);
}

/*
	Mesh generation helpers
*/

/*
	vertex_dirs: v3s16[4]
*/
static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
{
	/*
		If looked from outside the node towards the face, the corners are:
		0: bottom-right
		1: bottom-left
		2: top-left
		3: top-right
	*/
	if(dir == v3s16(0,0,1))
	{
		// If looking towards z+, this is the face that is behind
		// the center point, facing towards z+.
		vertex_dirs[0] = v3s16(-1,-1, 1);
		vertex_dirs[1] = v3s16( 1,-1, 1);
		vertex_dirs[2] = v3s16( 1, 1, 1);
		vertex_dirs[3] = v3s16(-1, 1, 1);
	}
	else if(dir == v3s16(0,0,-1))
	{
		// faces towards Z-
		vertex_dirs[0] = v3s16( 1,-1,-1);
		vertex_dirs[1] = v3s16(-1,-1,-1);
		vertex_dirs[2] = v3s16(-1, 1,-1);
		vertex_dirs[3] = v3s16( 1, 1,-1);
	}
	else if(dir == v3s16(1,0,0))
	{
		// faces towards X+
		vertex_dirs[0] = v3s16( 1,-1, 1);
		vertex_dirs[1] = v3s16( 1,-1,-1);
		vertex_dirs[2] = v3s16( 1, 1,-1);
		vertex_dirs[3] = v3s16( 1, 1, 1);
	}
	else if(dir == v3s16(-1,0,0))
	{
		// faces towards X-
		vertex_dirs[0] = v3s16(-1,-1,-1);
		vertex_dirs[1] = v3s16(-1,-1, 1);
		vertex_dirs[2] = v3s16(-1, 1, 1);
		vertex_dirs[3] = v3s16(-1, 1,-1);
	}
	else if(dir == v3s16(0,1,0))
	{
		// faces towards Y+ (assume Z- as "down" in texture)
		vertex_dirs[0] = v3s16( 1, 1,-1);
		vertex_dirs[1] = v3s16(-1, 1,-1);
		vertex_dirs[2] = v3s16(-1, 1, 1);
		vertex_dirs[3] = v3s16( 1, 1, 1);
	}
	else if(dir == v3s16(0,-1,0))
	{
		// faces towards Y- (assume Z+ as "down" in texture)
		vertex_dirs[0] = v3s16( 1,-1, 1);
		vertex_dirs[1] = v3s16(-1,-1, 1);
		vertex_dirs[2] = v3s16(-1,-1,-1);
		vertex_dirs[3] = v3s16( 1,-1,-1);
	}
}

struct FastFace
{
	TileSpec tile;
	video::S3DVertex vertices[4]; // Precalculated vertices
};

static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
		v3f p, v3s16 dir, v3f scale, core::array<FastFace> &dest)
{
	FastFace face;
	
	// Position is at the center of the cube.
	v3f pos = p * BS;

	v3f vertex_pos[4];
	v3s16 vertex_dirs[4];
	getNodeVertexDirs(dir, vertex_dirs);
	for(u16 i=0; i<4; i++)
	{
		vertex_pos[i] = v3f(
				BS/2*vertex_dirs[i].X,
				BS/2*vertex_dirs[i].Y,
				BS/2*vertex_dirs[i].Z
		);
	}

	for(u16 i=0; i<4; i++)
	{
		vertex_pos[i].X *= scale.X;
		vertex_pos[i].Y *= scale.Y;
		vertex_pos[i].Z *= scale.Z;
		vertex_pos[i] += pos;
	}

	f32 abs_scale = 1.;
	if     (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
	else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
	else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;

	v3f normal(dir.X, dir.Y, dir.Z);

	u8 alpha = tile.alpha;

	float x0 = tile.texture.pos.X;
	float y0 = tile.texture.pos.Y;
	float w = tile.texture.size.X;
	float h = tile.texture.size.Y;

	face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
			MapBlock_LightColor(alpha, li0),
			core::vector2d<f32>(x0+w*abs_scale, y0+h));
	face.vertices[1] = video::S3DVertex(vertex_pos[1], normal,
			MapBlock_LightColor(alpha, li1),
			core::vector2d<f32>(x0, y0+h));
	face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
			MapBlock_LightColor(alpha, li2),
			core::vector2d<f32>(x0, y0));
	face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
			MapBlock_LightColor(alpha, li3),
			core::vector2d<f32>(x0+w*abs_scale, y0));

	face.tile = tile;
	
	dest.push_back(face);
}

/*
	Nodes make a face if contents differ and solidness differs.
	Return value:
		0: No face
		1: Face uses m1's content
		2: Face uses m2's content
	equivalent: Whether the blocks share the same face (eg. water and glass)

	TODO: Add 3: Both faces drawn with backface culling, remove equivalent
*/
static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
		INodeDefManager *ndef)
{
	*equivalent = false;

	if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
		return 0;
	
	bool contents_differ = (m1 != m2);
	
	const ContentFeatures &f1 = ndef->get(m1);
	const ContentFeatures &f2 = ndef->get(m2);

	// Contents don't differ for different forms of same liquid
	if(f1.sameLiquid(f2))
		contents_differ = false;
	
	u8 c1 = f1.solidness;
	u8 c2 = f2.solidness;

	bool solidness_differs = (c1 != c2);
	bool makes_face = contents_differ && solidness_differs;

	if(makes_face == false)
		return 0;
	
	if(c1 == 0)
		c1 = f1.visual_solidness;
	if(c2 == 0)
		c2 = f2.visual_solidness;
	
	if(c1 == c2){
		*equivalent = true;
		// If same solidness, liquid takes precense
		if(f1.isLiquid())
			return 1;
		if(f2.isLiquid())
			return 2;
	}
	
	if(c1 > c2)
		return 1;
	else
		return 2;
}

/*
	Gets nth node tile (0 <= n <= 5).
*/
TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
{
	INodeDefManager *ndef = data->m_gamedef->ndef();
	TileSpec spec = ndef->get(mn).tiles[tileindex];
	// Apply temporary crack
	if(p == data->m_crack_pos_relative)
	{
		spec.material_flags |= MATERIAL_FLAG_CRACK;
		spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
	}
	// If animated, replace tile texture with one without texture atlas
	if(spec.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
	{
		spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
	}
	return spec;
}

/*
	Gets node tile given a face direction.
*/
TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
{
	INodeDefManager *ndef = data->m_gamedef->ndef();

	// Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
	// (0,0,1), (0,0,-1) or (0,0,0)
	assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z <= 1);

	// Convert direction to single integer for table lookup
	//  0 = (0,0,0)
	//  1 = (1,0,0)
	//  2 = (0,1,0)
	//  3 = (0,0,1)
	//  4 = invalid, treat as (0,0,0)
	//  5 = (0,0,-1)
	//  6 = (0,-1,0)
	//  7 = (-1,0,0)
	u8 dir_i = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7;

	// Get rotation for things like chests
	u8 facedir = mn.getFaceDir(ndef);
	assert(facedir <= 3);
	
	static const u8 dir_to_tile[4 * 8] =
	{
		// 0  +X  +Y  +Z   0  -Z  -Y  -X
		   0,  2,  0,  4,  0,  5,  1,  3,  // facedir = 0
		   0,  4,  0,  3,  0,  2,  1,  5,  // facedir = 1
		   0,  3,  0,  5,  0,  4,  1,  2,  // facedir = 2
		   0,  5,  0,  2,  0,  3,  1,  4,  // facedir = 3
	};
	u8 tileindex = dir_to_tile[facedir*8 + dir_i];

	// If not rotated or is side tile, we're done
	if(facedir == 0 || (tileindex != 0 && tileindex != 1))
		return getNodeTileN(mn, p, tileindex, data);

	// This is the top or bottom tile, and it shall be rotated; thus rotate it
	TileSpec spec = getNodeTileN(mn, p, tileindex, data);
	if(tileindex == 0){
		if(facedir == 1){ // -90
			std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
			name += "^[transformR270";
			spec.texture = data->m_gamedef->tsrc()->getTexture(name);
		}
		else if(facedir == 2){ // 180
			spec.texture.pos += spec.texture.size;
			spec.texture.size *= -1;
		}
		else if(facedir == 3){ // 90
			std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
			name += "^[transformR90";
			spec.texture = data->m_gamedef->tsrc()->getTexture(name);
		}
	}
	else if(tileindex == 1){
		if(facedir == 1){ // -90
			std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
			name += "^[transformR90";
			spec.texture = data->m_gamedef->tsrc()->getTexture(name);
		}
		else if(facedir == 2){ // 180
			spec.texture.pos += spec.texture.size;
			spec.texture.size *= -1;
		}
		else if(facedir == 3){ // 90
			std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
			name += "^[transformR270";
			spec.texture = data->m_gamedef->tsrc()->getTexture(name);
		}
	}
	return spec;
}

static void getTileInfo(
		// Input:
		MeshMakeData *data,
		v3s16 p,
		v3s16 face_dir,
		// Output:
		bool &makes_face,
		v3s16 &p_corrected,
		v3s16 &face_dir_corrected,
		u16 *lights,
		TileSpec &tile
	)
{
	VoxelManipulator &vmanip = data->m_vmanip;
	INodeDefManager *ndef = data->m_gamedef->ndef();
	v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;

	MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
	MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
	TileSpec tile0 = getNodeTile(n0, p, face_dir, data);
	TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, data);
	
	// This is hackish
	bool equivalent = false;
	u8 mf = face_contents(n0.getContent(), n1.getContent(),
			&equivalent, ndef);

	if(mf == 0)
	{
		makes_face = false;
		return;
	}

	makes_face = true;
	
	if(mf == 1)
	{
		tile = tile0;
		p_corrected = p;
		face_dir_corrected = face_dir;
	}
	else
	{
		tile = tile1;
		p_corrected = p + face_dir;
		face_dir_corrected = -face_dir;
	}
	
	// eg. water and glass
	if(equivalent)
		tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
	
	if(data->m_smooth_lighting == false)
	{
		lights[0] = lights[1] = lights[2] = lights[3] =
				getFaceLight(n0, n1, face_dir, data);
	}
	else
	{
		v3s16 vertex_dirs[4];
		getNodeVertexDirs(face_dir_corrected, vertex_dirs);
		for(u16 i=0; i<4; i++)
		{
			lights[i] = getSmoothLight(
					blockpos_nodes + p_corrected,
					vertex_dirs[i], data);
		}
	}
	
	return;
}

/*
	startpos:
	translate_dir: unit vector with only one of x, y or z
	face_dir: unit vector with only one of x, y or z
*/
static void updateFastFaceRow(
		MeshMakeData *data,
		v3s16 startpos,
		v3s16 translate_dir,
		v3f translate_dir_f,
		v3s16 face_dir,
		v3f face_dir_f,
		core::array<FastFace> &dest)
{
	v3s16 p = startpos;
	
	u16 continuous_tiles_count = 0;
	
	bool makes_face = false;
	v3s16 p_corrected;
	v3s16 face_dir_corrected;
	u16 lights[4] = {0,0,0,0};
	TileSpec tile;
	getTileInfo(data, p, face_dir, 
			makes_face, p_corrected, face_dir_corrected,
			lights, tile);

	for(u16 j=0; j<MAP_BLOCKSIZE; j++)
	{
		// If tiling can be done, this is set to false in the next step
		bool next_is_different = true;
		
		v3s16 p_next;
		
		bool next_makes_face = false;
		v3s16 next_p_corrected;
		v3s16 next_face_dir_corrected;
		u16 next_lights[4] = {0,0,0,0};
		TileSpec next_tile;
		
		// If at last position, there is nothing to compare to and
		// the face must be drawn anyway
		if(j != MAP_BLOCKSIZE - 1)
		{
			p_next = p + translate_dir;
			
			getTileInfo(data, p_next, face_dir,
					next_makes_face, next_p_corrected,
					next_face_dir_corrected, next_lights,
					next_tile);
			
			if(next_makes_face == makes_face
					&& next_p_corrected == p_corrected + translate_dir
					&& next_face_dir_corrected == face_dir_corrected
					&& next_lights[0] == lights[0]
					&& next_lights[1] == lights[1]
					&& next_lights[2] == lights[2]
					&& next_lights[3] == lights[3]
					&& next_tile == tile)
			{
				next_is_different = false;
			}
			else{
				/*if(makes_face){
					g_profiler->add("Meshgen: diff: next_makes_face != makes_face",
							next_makes_face != makes_face ? 1 : 0);
					g_profiler->add("Meshgen: diff: n_p_corr != p_corr + t_dir",
							(next_p_corrected != p_corrected + translate_dir) ? 1 : 0);
					g_profiler->add("Meshgen: diff: next_f_dir_corr != f_dir_corr",
							next_face_dir_corrected != face_dir_corrected ? 1 : 0);
					g_profiler->add("Meshgen: diff: next_lights[] != lights[]",
							(next_lights[0] != lights[0] ||
							next_lights[0] != lights[0] ||
							next_lights[0] != lights[0] ||
							next_lights[0] != lights[0]) ? 1 : 0);
					g_profiler->add("Meshgen: diff: !(next_tile == tile)",
							!(next_tile == tile) ? 1 : 0);
				}*/
			}
			/*g_profiler->add("Meshgen: Total faces checked", 1);
			if(makes_face)
				g_profiler->add("Meshgen: Total makes_face checked", 1);*/
		} else {
			/*if(makes_face)
				g_profiler->add("Meshgen: diff: last position", 1);*/
		}

		continuous_tiles_count++;
		
		// This is set to true if the texture doesn't allow more tiling
		bool end_of_texture = false;
		/*
			If there is no texture, it can be tiled infinitely.
			If tiled==0, it means the texture can be tiled infinitely.
			Otherwise check tiled agains continuous_tiles_count.
		*/
		if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
		{
			if(tile.texture.tiled <= continuous_tiles_count)
				end_of_texture = true;
		}
		
		// Do this to disable tiling textures
		//end_of_texture = true; //DEBUG
		
		if(next_is_different || end_of_texture)
		{
			/*
				Create a face if there should be one
			*/
			if(makes_face)
			{
				// Floating point conversion of the position vector
				v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
				// Center point of face (kind of)
				v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
				if(continuous_tiles_count != 1)
					sp += translate_dir_f;
				v3f scale(1,1,1);

				if(translate_dir.X != 0)
				{
					scale.X = continuous_tiles_count;
				}
				if(translate_dir.Y != 0)
				{
					scale.Y = continuous_tiles_count;
				}
				if(translate_dir.Z != 0)
				{
					scale.Z = continuous_tiles_count;
				}
				
				makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
						sp, face_dir_corrected, scale,
						dest);
				
				g_profiler->avg("Meshgen: faces drawn by tiling", 0);
				for(int i=1; i<continuous_tiles_count; i++){
					g_profiler->avg("Meshgen: faces drawn by tiling", 1);
				}
			}

			continuous_tiles_count = 0;
			
			makes_face = next_makes_face;
			p_corrected = next_p_corrected;
			face_dir_corrected = next_face_dir_corrected;
			lights[0] = next_lights[0];
			lights[1] = next_lights[1];
			lights[2] = next_lights[2];
			lights[3] = next_lights[3];
			tile = next_tile;
		}
		
		p = p_next;
	}
}

static void updateAllFastFaceRows(MeshMakeData *data,
		core::array<FastFace> &dest)
{
	/*
		Go through every y,z and get top(y+) faces in rows of x+
	*/
	for(s16 y=0; y<MAP_BLOCKSIZE; y++){
		for(s16 z=0; z<MAP_BLOCKSIZE; z++){
			updateFastFaceRow(data,
					v3s16(0,y,z),
					v3s16(1,0,0), //dir
					v3f  (1,0,0),
					v3s16(0,1,0), //face dir
					v3f  (0,1,0),
					dest);
		}
	}

	/*
		Go through every x,y and get right(x+) faces in rows of z+
	*/
	for(s16 x=0; x<MAP_BLOCKSIZE; x++){
		for(s16 y=0; y<MAP_BLOCKSIZE; y++){
			updateFastFaceRow(data,
					v3s16(x,y,0),
					v3s16(0,0,1), //dir
					v3f  (0,0,1),
					v3s16(1,0,0), //face dir
					v3f  (1,0,0),
					dest);
		}
	}

	/*
		Go through every y,z and get back(z+) faces in rows of x+
	*/
	for(s16 z=0; z<MAP_BLOCKSIZE; z++){
		for(s16 y=0; y<MAP_BLOCKSIZE; y++){
			updateFastFaceRow(data,
					v3s16(0,y,z),
					v3s16(1,0,0), //dir
					v3f  (1,0,0),
					v3s16(0,0,1), //face dir
					v3f  (0,0,1),
					dest);
		}
	}
}

/*
	MapBlockMesh
*/

MapBlockMesh::MapBlockMesh(MeshMakeData *data):
	m_mesh(new scene::SMesh()),
	m_gamedef(data->m_gamedef),
	m_animation_force_timer(0), // force initial animation
	m_last_crack(-1),
	m_crack_materials(),
	m_last_daynight_ratio((u32) -1),
	m_daynight_diffs()
{
	// 4-21ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
	// 24-155ms for MAP_BLOCKSIZE=32  (NOTE: probably outdated)
	//TimeTaker timer1("MapBlockMesh()");

	core::array<FastFace> fastfaces_new;

	/*
		We are including the faces of the trailing edges of the block.
		This means that when something changes, the caller must
		also update the meshes of the blocks at the leading edges.

		NOTE: This is the slowest part of this method.
	*/
	{
		// 4-23ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
		//TimeTaker timer2("updateAllFastFaceRows()");
		updateAllFastFaceRows(data, fastfaces_new);
	}
	// End of slow part

	/*
		Convert FastFaces to MeshCollector
	*/

	MeshCollector collector;

	{
		// avg 0ms (100ms spikes when loading textures the first time)
		// (NOTE: probably outdated)
		//TimeTaker timer2("MeshCollector building");

		for(u32 i=0; i<fastfaces_new.size(); i++)
		{
			FastFace &f = fastfaces_new[i];

			const u16 indices[] = {0,1,2,2,3,0};
			const u16 indices_alternate[] = {0,1,3,2,3,1};
			
			if(f.tile.texture.atlas == NULL)
				continue;

			const u16 *indices_p = indices;
			
			/*
				Revert triangles for nicer looking gradient if vertices
				1 and 3 have same color or 0 and 2 have different color.
				getRed() is the day color.
			*/
			if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
					|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
				indices_p = indices_alternate;
			
			collector.append(f.tile, f.vertices, 4, indices_p, 6);
		}
	}

	/*
		Add special graphics:
		- torches
		- flowing water
		- fences
		- whatever
	*/

	mapblock_mesh_generate_special(data, collector);
	

	/*
		Convert MeshCollector to SMesh
		Also store animation info
	*/
	for(u32 i = 0; i < collector.prebuffers.size(); i++)
	{
		PreMeshBuffer &p = collector.prebuffers[i];
		/*dstream<<"p.vertices.size()="<<p.vertices.size()
				<<", p.indices.size()="<<p.indices.size()
				<<std::endl;*/

		// Generate animation data
		// - Cracks
		if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
		{
			ITextureSource *tsrc = data->m_gamedef->tsrc();
			std::string crack_basename = tsrc->getTextureName(p.tile.texture.id);
			if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
				crack_basename += "^[cracko";
			else
				crack_basename += "^[crack";
			m_crack_materials.insert(std::make_pair(i, crack_basename));
		}
		// - Texture animation
		if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
		{
			ITextureSource *tsrc = data->m_gamedef->tsrc();
			// Add to MapBlockMesh in order to animate these tiles
			m_animation_tiles[i] = p.tile;
			m_animation_frames[i] = 0;
			if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
				// Get starting position from noise
				m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
						data->m_blockpos.X, data->m_blockpos.Y,
						data->m_blockpos.Z, 0));
			} else {
				// Play all synchronized
				m_animation_frame_offsets[i] = 0;
			}
			// Replace tile texture with the first animation frame
			std::ostringstream os(std::ios::binary);
			os<<tsrc->getTextureName(p.tile.texture.id);
			os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0";
			p.tile.texture = tsrc->getTexture(os.str());
		}
		// - Lighting
		for(u32 j = 0; j < p.vertices.size(); j++)
		{
			video::SColor &vc = p.vertices[j].Color;
			u8 day = vc.getRed();
			u8 night = vc.getGreen();
			finalColorBlend(vc, day, night, 1000);
			if(day != night)
				m_daynight_diffs[i][j] = std::make_pair(day, night);
		}


		// Create material
		video::SMaterial material;
		material.setFlag(video::EMF_LIGHTING, false);
		material.setFlag(video::EMF_BACK_FACE_CULLING, true);
		material.setFlag(video::EMF_BILINEAR_FILTER, false);
		material.setFlag(video::EMF_FOG_ENABLE, true);
		//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
		//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
		material.MaterialType
				= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
		material.setTexture(0, p.tile.texture.atlas);
		p.tile.applyMaterialOptions(material);

		// Create meshbuffer

		// This is a "Standard MeshBuffer",
		// it's a typedeffed CMeshBuffer<video::S3DVertex>
		scene::SMeshBuffer *buf = new scene::SMeshBuffer();
		// Set material
		buf->Material = material;
		// Add to mesh
		m_mesh->addMeshBuffer(buf);
		// Mesh grabbed it
		buf->drop();
		buf->append(p.vertices.pointer(), p.vertices.size(),
				p.indices.pointer(), p.indices.size());
	}

	/*
		Do some stuff to the mesh
	*/