Fixed water mesh generation acting weird next to sand
parent
996c653490
commit
db495668ae
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@ -373,7 +373,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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};
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for(u32 i=0; i<9; i++)
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{
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u8 content = CONTENT_AIR;
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content_t content = CONTENT_AIR;
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float level = -0.5 * BS;
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u8 flags = 0;
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// Check neighbor
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@ -422,7 +422,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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for(u32 j=0; j<4; j++)
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{
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v3s16 neighbordir = cornerdir - halfdirs[j];
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u8 content = neighbor_contents[neighbordir];
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content_t content = neighbor_contents[neighbordir];
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// If top is liquid, draw starting from top of node
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if(neighbor_flags[neighbordir] &
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neighborflag_top_is_same_liquid)
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