Backport 'Underwater plantlike drawtype' https://github.com/minetest/minetest/pull/5748
This commit is contained in:
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55e638951b
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@ -945,8 +945,9 @@ Look for examples in `games/minimal` or `games/minetest_game`.
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* `firelike`
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* `fencelike`
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* `raillike`
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* `nodebox` -- See below. (**Experimental!**)
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* `nodebox` -- See below
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* `mesh` -- use models for nodes
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* `plantlike_rooted`
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`*_optional` drawtypes need less rendering time if deactivated (always client side).
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@ -74,33 +74,49 @@ MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector
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blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
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}
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void MapblockMeshGenerator::useTile(int index, bool disable_backface_culling)
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void MapblockMeshGenerator::useTile(int index, u8 set_flags, u8 reset_flags, bool special)
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{
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if (special)
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getSpecialTile(index, &tile, p == data->m_crack_pos_relative);
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else
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getNodeTileN(n, p, index, data, tile);
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if (!data->m_smooth_lighting)
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color = encode_light(light, f->light_source);
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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tile.layers[layer].material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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if (disable_backface_culling)
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tile.layers[layer].material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
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tile.layers[layer].material_flags |= set_flags;
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tile.layers[layer].material_flags &= ~reset_flags;
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}
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}
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void MapblockMeshGenerator::useDefaultTile(bool set_color)
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void MapblockMeshGenerator::getTile(v3s16 direction, TileSpec *tile)
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{
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getNodeTile(n, p, v3s16(0, 0, 0), data, tile);
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if (set_color && !data->m_smooth_lighting)
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color = encode_light(light, f->light_source);
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getNodeTile(n, p, direction, data, *tile);
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}
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void MapblockMeshGenerator::getTile(const v3s16& direction, TileSpec &tile)
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/*!
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* Returns the i-th special tile for a map node.
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*/
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void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile, bool apply_crack)
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{
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getNodeTile(n, p, direction, data, tile);
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*tile = f->special_tiles[index];
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TileLayer *top_layer = NULL;
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for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
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TileLayer *layer = &tile->layers[layernum];
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if (layer->texture_id == 0)
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continue;
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top_layer = layer;
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if (!layer->has_color)
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n.getColor(*f, &layer->color);
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}
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if (apply_crack)
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top_layer->material_flags |= MATERIAL_FLAG_CRACK;
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}
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void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal)
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void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal,
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float vertical_tiling)
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{
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static const v2f tcoords[4] = {v2f(0, 0), v2f(1, 0), v2f(1, 1), v2f(0, 1)};
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const v2f tcoords[4] = {v2f(0.0, 0.0), v2f(1.0, 0.0),
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v2f(1.0, vertical_tiling), v2f(0.0, vertical_tiling)};
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video::S3DVertex vertices[4];
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bool shade_face = !f->light_source && (normal != v3s16(0, 0, 0));
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v3f normal2(normal.X, normal.Y, normal.Z);
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@ -359,27 +375,10 @@ void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
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}
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}
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/*!
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* Returns the i-th special tile for a map node.
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*/
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static TileSpec getSpecialTile(const ContentFeatures &f,
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const MapNode &n, u8 i)
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{
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TileSpec copy = f.special_tiles[i];
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for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
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TileLayer *layer = ©.layers[layernum];
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if (layer->texture_id == 0)
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continue;
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if (!layer->has_color)
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n.getColor(f, &(layer->color));
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}
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return copy;
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}
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void MapblockMeshGenerator::prepareLiquidNodeDrawing()
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{
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tile_liquid_top = getSpecialTile(*f, n, 0);
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tile_liquid = getSpecialTile(*f, n, 1);
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getSpecialTile(0, &tile_liquid_top);
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getSpecialTile(1, &tile_liquid);
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MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y + 1, p.Z));
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c_flowing = nodedef->getId(f->liquid_alternative_flowing);
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@ -604,7 +603,7 @@ void MapblockMeshGenerator::drawLiquidNode()
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void MapblockMeshGenerator::drawGlasslikeNode()
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{
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useDefaultTile();
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useTile(0, 0, 0);
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for (int face = 0; face < 6; face++) {
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// Check this neighbor
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@ -639,7 +638,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
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{
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TileSpec tiles[6];
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for (int face = 0; face < 6; face++)
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getTile(g_6dirs[face], tiles[face]);
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getTile(g_6dirs[face], &tiles[face]);
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TileSpec glass_tiles[6];
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if (tiles[1].layers[0].texture &&
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@ -752,7 +751,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
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// Internal liquid level has param2 range 0 .. 63,
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// convert it to -0.5 .. 0.5
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float vlev = (param2 / 63.0) * 2.0 - 1.0;
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tile = getSpecialTile(*f, n, 0);
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getSpecialTile(0, &tile);
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drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b),
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-(nb[4] ? g : b),
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-(nb[3] ? g : b),
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@ -765,7 +764,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
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void MapblockMeshGenerator::drawAllfacesNode()
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{
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static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2);
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useDefaultTile(false);
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useTile(0, 0, 0);
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drawAutoLightedCuboid(box);
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}
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@ -778,7 +777,7 @@ void MapblockMeshGenerator::drawTorchlikeNode()
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case DWM_YN: tileindex = 0; break; // floor
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default: tileindex = 2; // side (or invalid—should we care?)
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}
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useTile(tileindex, true);
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useTile(tileindex, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
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float size = BS / 2 * f->visual_scale;
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v3f vertices[4] = {
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@ -803,7 +802,7 @@ void MapblockMeshGenerator::drawTorchlikeNode()
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void MapblockMeshGenerator::drawSignlikeNode()
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{
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u8 wall = n.getWallMounted(nodedef);
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useTile(0, true);
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useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
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static const float offset = BS / 48;
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float size = BS / 2 * f->visual_scale;
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// Wall at X+ of node
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@ -830,8 +829,8 @@ void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset,
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bool offset_top_only)
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{
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v3f vertices[4] = {
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v3f(-scale, -BS / 2 + scale * 2, 0),
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v3f( scale, -BS / 2 + scale * 2, 0),
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v3f(-scale, -BS / 2 + 2.0 * scale * plant_height, 0),
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v3f( scale, -BS / 2 + 2.0 * scale * plant_height, 0),
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v3f( scale, -BS / 2, 0),
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v3f(-scale, -BS / 2, 0),
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};
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@ -846,18 +845,18 @@ void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset,
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vertices[i].rotateXZBy(rotation + rotate_degree);
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vertices[i] += offset;
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}
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drawQuad(vertices);
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drawQuad(vertices, v3s16(0, 0, 0), plant_height);
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}
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void MapblockMeshGenerator::drawPlantlikeNode()
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void MapblockMeshGenerator::drawPlantlike()
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{
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useTile(0, false);
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draw_style = PLANT_STYLE_CROSS;
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scale = BS / 2 * f->visual_scale;
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offset = v3f(0, 0, 0);
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rotate_degree = 0;
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random_offset_Y = false;
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face_num = 0;
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plant_height = 1.0;
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switch (f->param_type_2) {
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case CPT2_MESHOPTIONS:
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@ -873,6 +872,10 @@ void MapblockMeshGenerator::drawPlantlikeNode()
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random_offset_Y = true;
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break;
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case CPT2_LEVELED:
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plant_height = n.param2 / 16.0;
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break;
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case CPT2_DEGROTATE:
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rotate_degree = n.param2 * 2;
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break;
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@ -914,6 +917,27 @@ void MapblockMeshGenerator::drawPlantlikeNode()
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}
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}
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void MapblockMeshGenerator::drawPlantlikeNode()
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{
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useTile();
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drawPlantlike();
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}
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void MapblockMeshGenerator::drawPlantlikeRootedNode()
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{
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useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, 0, true);
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origin += v3f(0.0, BS, 0.0);
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p.Y++;
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if (data->m_smooth_lighting) {
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getSmoothLightFrame();
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} else {
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MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
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light = getInteriorLight(ntop, 1, nodedef);
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}
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drawPlantlike();
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p.Y--;
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}
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void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle,
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float offset_h, float offset_v)
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{
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@ -934,7 +958,7 @@ void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle
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void MapblockMeshGenerator::drawFirelikeNode()
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{
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useTile(0, false);
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useTile();
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scale = BS / 2 * f->visual_scale;
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// Check for adjacent nodes
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@ -981,7 +1005,7 @@ void MapblockMeshGenerator::drawFirelikeNode()
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void MapblockMeshGenerator::drawFencelikeNode()
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{
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useDefaultTile(false);
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useTile(0, 0, 0);
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TileSpec tile_nocrack = tile;
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++)
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tile_nocrack.layers[layer].material_flags &= ~MATERIAL_FLAG_CRACK;
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@ -1131,7 +1155,7 @@ void MapblockMeshGenerator::drawRaillikeNode()
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angle = rail_kinds[code].angle;
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}
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useTile(tile_index, true);
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useTile(tile_index, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
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static const float offset = BS / 64;
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static const float size = BS / 2;
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@ -1172,7 +1196,7 @@ void MapblockMeshGenerator::drawNodeboxNode()
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TileSpec tiles[6];
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for (int face = 0; face < 6; face++) {
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// Handles facedir rotation for textures
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getTile(tile_dirs[face], tiles[face]);
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getTile(tile_dirs[face], &tiles[face]);
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}
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// locate possible neighboring nodes to connect to
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@ -1229,7 +1253,7 @@ void MapblockMeshGenerator::drawMeshNode()
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int mesh_buffer_count = mesh->getMeshBufferCount();
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for (int j = 0; j < mesh_buffer_count; j++) {
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useTile(j, false);
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useTile(j);
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
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int vertex_count = buf->getVertexCount();
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@ -1270,6 +1294,9 @@ void MapblockMeshGenerator::drawNode()
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else
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light = getInteriorLight(n, 1, nodedef);
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switch (f->drawtype) {
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case NDT_NORMAL: break; // Drawn by MapBlockMesh
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case NDT_AIRLIKE: break; // Not drawn at all
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case NDT_LIQUID: break; // Drawn by MapBlockMesh
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case NDT_FLOWINGLIQUID: drawLiquidNode(); break;
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case NDT_GLASSLIKE: drawGlasslikeNode(); break;
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case NDT_GLASSLIKE_FRAMED: drawGlasslikeFramedNode(); break;
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@ -1277,6 +1304,7 @@ void MapblockMeshGenerator::drawNode()
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case NDT_TORCHLIKE: drawTorchlikeNode(); break;
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case NDT_SIGNLIKE: drawSignlikeNode(); break;
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case NDT_PLANTLIKE: drawPlantlikeNode(); break;
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case NDT_PLANTLIKE_ROOTED: drawPlantlikeRootedNode(); break;
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case NDT_FIRELIKE: drawFirelikeNode(); break;
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case NDT_FENCELIKE: drawFencelikeNode(); break;
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case NDT_RAILLIKE: drawRaillikeNode(); break;
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@ -1297,11 +1325,6 @@ void MapblockMeshGenerator::generate()
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for (p.X = 0; p.X < MAP_BLOCKSIZE; p.X++) {
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n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
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f = &nodedef->get(n);
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// Solid nodes are drawn by MapBlockMesh
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if (f->solidness != 0)
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continue;
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if (f->drawtype == NDT_AIRLIKE)
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continue;
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origin = intToFloat(p, BS);
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drawNode();
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}
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@ -63,12 +63,14 @@ public:
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video::SColor blendLightColor(const v3f &vertex_pos);
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video::SColor blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal);
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void useTile(int index, bool disable_backface_culling);
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void useDefaultTile(bool set_color = true);
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void getTile(const v3s16 &direction, TileSpec &tile);
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void useTile(int index = 0, u8 set_flags = MATERIAL_FLAG_CRACK_OVERLAY,
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u8 reset_flags = 0, bool special = false);
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void getTile(v3s16 direction, TileSpec *tile);
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void getSpecialTile(int index, TileSpec *tile, bool apply_crack = false);
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// face drawing
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void drawQuad(v3f *vertices, const v3s16 &normal = v3s16(0, 0, 0));
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void drawQuad(v3f *vertices, const v3s16 &normal = v3s16(0, 0, 0),
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float vertical_tiling = 1.0);
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// cuboid drawing!
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void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount,
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@ -112,9 +114,11 @@ public:
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int rotate_degree;
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bool random_offset_Y;
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int face_num;
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float plant_height;
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void drawPlantlikeQuad(float rotation, float quad_offset = 0,
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bool offset_top_only = false);
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void drawPlantlike();
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// firelike-specific
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void drawFirelikeQuad(float rotation, float opening_angle,
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@ -128,6 +132,7 @@ public:
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void drawTorchlikeNode();
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void drawSignlikeNode();
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void drawPlantlikeNode();
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void drawPlantlikeRootedNode();
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void drawFirelikeNode();
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void drawFencelikeNode();
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void drawRaillikeNode();
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@ -764,6 +764,9 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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case NDT_RAILLIKE:
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solidness = 0;
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break;
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case NDT_PLANTLIKE_ROOTED:
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solidness = 2;
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break;
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}
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if (is_liquid) {
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@ -775,38 +778,39 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
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}
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u32 tile_shader[6];
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for (u16 j = 0; j < 6; j++) {
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tile_shader[j] = shdsrc->getShader("nodes_shader",
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material_type, drawtype);
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}
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u32 tile_shader = shdsrc->getShader("nodes_shader", material_type, drawtype);
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u8 overlay_material = material_type;
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if (overlay_material == TILE_MATERIAL_OPAQUE)
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overlay_material = TILE_MATERIAL_BASIC;
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else if (overlay_material == TILE_MATERIAL_LIQUID_OPAQUE)
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overlay_material = TILE_MATERIAL_LIQUID_TRANSPARENT;
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u32 overlay_shader[6];
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for (u16 j = 0; j < 6; j++) {
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overlay_shader[j] = shdsrc->getShader("nodes_shader",
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overlay_material, drawtype);
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}
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u32 overlay_shader = shdsrc->getShader("nodes_shader", overlay_material, drawtype);
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// Tiles (fill in f->tiles[])
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for (u16 j = 0; j < 6; j++) {
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fillTileAttribs(tsrc, &tiles[j].layers[0], &tdef[j], tile_shader[j],
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fillTileAttribs(tsrc, &tiles[j].layers[0], &tdef[j], tile_shader,
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tsettings.use_normal_texture,
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tdef[j].backface_culling, material_type);
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if (tdef_overlay[j].name != "")
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fillTileAttribs(tsrc, &tiles[j].layers[1], &tdef_overlay[j],
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overlay_shader[j], tsettings.use_normal_texture,
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overlay_shader, tsettings.use_normal_texture,
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tdef[j].backface_culling, overlay_material);
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}
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u8 special_material = material_type;
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if (drawtype == NDT_PLANTLIKE_ROOTED) {
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if (waving == 1)
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special_material = TILE_MATERIAL_WAVING_PLANTS;
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else if (waving == 2)
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special_material = TILE_MATERIAL_WAVING_LEAVES;
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}
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u32 special_shader = shdsrc->getShader("nodes_shader", special_material, drawtype);
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// Special tiles (fill in f->special_tiles[])
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for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
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fillTileAttribs(tsrc, &special_tiles[j].layers[0], &tdef_spec[j],
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tile_shader[j], tsettings.use_normal_texture,
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tdef_spec[j].backface_culling, material_type);
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tile_shader, tsettings.use_normal_texture,
|
||||
tdef_spec[j].backface_culling, special_material);
|
||||
}
|
||||
|
||||
if (param_type_2 == CPT2_COLOR ||
|
||||
|
@ -186,6 +186,8 @@ enum NodeDrawType
|
||||
NDT_GLASSLIKE_FRAMED_OPTIONAL,
|
||||
// Uses static meshes
|
||||
NDT_MESH,
|
||||
// Combined plantlike-on-solid
|
||||
NDT_PLANTLIKE_ROOTED,
|
||||
};
|
||||
|
||||
// Mesh options for NDT_PLANTLIKE with CPT2_MESHOPTIONS
|
||||
|
@ -362,6 +362,7 @@ TileDef read_tiledef(lua_State *L, int index, u8 drawtype)
|
||||
bool default_culling = true;
|
||||
switch (drawtype) {
|
||||
case NDT_PLANTLIKE:
|
||||
case NDT_PLANTLIKE_ROOTED:
|
||||
case NDT_FIRELIKE:
|
||||
default_tiling = false;
|
||||
// "break" is omitted here intentionaly, as PLANTLIKE
|
||||
|
@ -46,6 +46,7 @@ struct EnumString ScriptApiNode::es_DrawType[] =
|
||||
{NDT_RAILLIKE, "raillike"},
|
||||
{NDT_NODEBOX, "nodebox"},
|
||||
{NDT_MESH, "mesh"},
|
||||
{NDT_PLANTLIKE_ROOTED, "plantlike_rooted"},
|
||||
{0, NULL},
|
||||
};
|
||||
|
||||
|
@ -624,7 +624,8 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
|
||||
"NDT_NODEBOX",
|
||||
"NDT_GLASSLIKE_FRAMED",
|
||||
"NDT_FIRELIKE",
|
||||
"NDT_GLASSLIKE_FRAMED_OPTIONAL"
|
||||
"NDT_GLASSLIKE_FRAMED_OPTIONAL",
|
||||
"NDT_PLANTLIKE_ROOTED"
|
||||
};
|
||||
|
||||
for (int i = 0; i < 14; i++){
|
||||
|
@ -340,6 +340,10 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
|
||||
setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
|
||||
def.wield_scale, tsrc,
|
||||
f.tiles[0].layers[0].animation_frame_count);
|
||||
} else if (f.drawtype == NDT_PLANTLIKE_ROOTED) {
|
||||
setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
|
||||
def.wield_scale, tsrc,
|
||||
f.special_tiles[0].layers[0].animation_frame_count);
|
||||
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
|
||||
setCube(f, def.wield_scale, tsrc);
|
||||
} else {
|
||||
@ -456,6 +460,9 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
|
||||
} else if (f.drawtype == NDT_PLANTLIKE) {
|
||||
mesh = getExtrudedMesh(tsrc,
|
||||
tsrc->getTextureName(f.tiles[0].layers[0].texture_id));
|
||||
} else if (f.drawtype == NDT_PLANTLIKE_ROOTED) {
|
||||
mesh = getExtrudedMesh(tsrc,
|
||||
tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id));
|
||||
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES
|
||||
|| f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) {
|
||||
scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
|
||||
|
Loading…
x
Reference in New Issue
Block a user