Fix flowing water being always opaque
parent
e4dff41560
commit
9fc78cbece
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@ -645,7 +645,7 @@ void the_game(
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IWritableNodeDefManager *nodedef = createNodeDefManager();
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IWritableNodeDefManager *nodedef = createNodeDefManager();
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// Fill node feature table with default definitions
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// Fill node feature table with default definitions
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content_mapnode_init(nodedef);
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//content_mapnode_init(nodedef);
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/*
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/*
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Create server.
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Create server.
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@ -445,6 +445,9 @@ public:
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f->special_materials[j]->setFlag(video::EMF_BILINEAR_FILTER, false);
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f->special_materials[j]->setFlag(video::EMF_BILINEAR_FILTER, false);
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f->special_materials[j]->setFlag(video::EMF_FOG_ENABLE, true);
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f->special_materials[j]->setFlag(video::EMF_FOG_ENABLE, true);
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f->special_materials[j]->setTexture(0, f->special_aps[j]->atlas);
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f->special_materials[j]->setTexture(0, f->special_aps[j]->atlas);
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if(f->alpha != 255)
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f->special_materials[j]->MaterialType =
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video::EMT_TRANSPARENT_VERTEX_ALPHA;
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}
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}
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}
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}
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#endif
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#endif
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@ -245,11 +245,11 @@ struct ContentFeatures
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void setTexture(u16 i, std::string name);
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void setTexture(u16 i, std::string name);
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void setAllTextures(std::string name, u8 alpha=255)
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void setAllTextures(std::string name, u8 alpha_=255)
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{
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{
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for(u16 i=0; i<6; i++)
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for(u16 i=0; i<6; i++)
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setTexture(i, name);
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setTexture(i, name);
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alpha = alpha;
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alpha = alpha_;
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// Force inventory texture too
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// Force inventory texture too
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setInventoryTexture(name);
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setInventoryTexture(name);
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}
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}
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