Fix flowing water being always opaque

master
Perttu Ahola 2011-11-15 22:21:12 +02:00
parent e4dff41560
commit 9fc78cbece
3 changed files with 6 additions and 3 deletions

View File

@ -645,7 +645,7 @@ void the_game(
IWritableNodeDefManager *nodedef = createNodeDefManager(); IWritableNodeDefManager *nodedef = createNodeDefManager();
// Fill node feature table with default definitions // Fill node feature table with default definitions
content_mapnode_init(nodedef); //content_mapnode_init(nodedef);
/* /*
Create server. Create server.

View File

@ -445,6 +445,9 @@ public:
f->special_materials[j]->setFlag(video::EMF_BILINEAR_FILTER, false); f->special_materials[j]->setFlag(video::EMF_BILINEAR_FILTER, false);
f->special_materials[j]->setFlag(video::EMF_FOG_ENABLE, true); f->special_materials[j]->setFlag(video::EMF_FOG_ENABLE, true);
f->special_materials[j]->setTexture(0, f->special_aps[j]->atlas); f->special_materials[j]->setTexture(0, f->special_aps[j]->atlas);
if(f->alpha != 255)
f->special_materials[j]->MaterialType =
video::EMT_TRANSPARENT_VERTEX_ALPHA;
} }
} }
#endif #endif

View File

@ -245,11 +245,11 @@ struct ContentFeatures
void setTexture(u16 i, std::string name); void setTexture(u16 i, std::string name);
void setAllTextures(std::string name, u8 alpha=255) void setAllTextures(std::string name, u8 alpha_=255)
{ {
for(u16 i=0; i<6; i++) for(u16 i=0; i<6; i++)
setTexture(i, name); setTexture(i, name);
alpha = alpha; alpha = alpha_;
// Force inventory texture too // Force inventory texture too
setInventoryTexture(name); setInventoryTexture(name);
} }