water drawing glitch fix
parent
6bb9de3cc6
commit
24c1ea7103
|
@ -820,6 +820,8 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
|||
// Includes current node
|
||||
core::map<v3s16, f32> neighbor_levels;
|
||||
core::map<v3s16, u8> neighbor_contents;
|
||||
core::map<v3s16, u8> neighbor_flags;
|
||||
const u8 neighborflag_top_is_water = 0x01;
|
||||
v3s16 neighbor_dirs[9] = {
|
||||
v3s16(0,0,0),
|
||||
v3s16(0,0,1),
|
||||
|
@ -835,7 +837,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
|||
{
|
||||
u8 content = CONTENT_AIR;
|
||||
float level = -0.5 * BS;
|
||||
u8 flags = 0;
|
||||
try{
|
||||
// Check neighbor
|
||||
v3s16 p2 = p + neighbor_dirs[i];
|
||||
MapNode n2 = getNodeParent(p2);
|
||||
|
||||
|
@ -845,11 +849,20 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
|||
level = 0.5 * BS;
|
||||
else if(n2.d == CONTENT_WATER)
|
||||
level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0) * BS;
|
||||
|
||||
// Check node above neighbor.
|
||||
// NOTE: This doesn't get executed if neighbor
|
||||
// doesn't exist
|
||||
p2.Y += 1;
|
||||
n2 = getNodeParent(p2);
|
||||
if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
|
||||
flags |= neighborflag_top_is_water;
|
||||
}
|
||||
catch(InvalidPositionException &e){}
|
||||
|
||||
neighbor_levels.insert(neighbor_dirs[i], level);
|
||||
neighbor_contents.insert(neighbor_dirs[i], content);
|
||||
neighbor_flags.insert(neighbor_dirs[i], flags);
|
||||
}
|
||||
|
||||
//float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
|
||||
|
@ -916,20 +929,24 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
|||
{
|
||||
v3s16 dir = side_dirs[i];
|
||||
|
||||
//float neighbor_level = neighbor_levels[dir];
|
||||
/*if(neighbor_level > -0.5*BS + 0.001)
|
||||
continue;*/
|
||||
/*if(neighbor_level > water_level - 0.1*BS)
|
||||
continue;*/
|
||||
/*
|
||||
If our topside is water and neighbor's topside
|
||||
is water, don't draw side face
|
||||
*/
|
||||
if(top_is_water &&
|
||||
neighbor_flags[dir] & neighborflag_top_is_water)
|
||||
continue;
|
||||
|
||||
u8 neighbor_content = neighbor_contents[dir];
|
||||
|
||||
// Don't draw face if neighbor is not air or water
|
||||
if(neighbor_content != CONTENT_AIR
|
||||
&& neighbor_content != CONTENT_WATER)
|
||||
continue;
|
||||
|
||||
bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
|
||||
|
||||
// Don't draw any faces if neighbor is water and top is water
|
||||
if(neighbor_is_water == true && top_is_water == false)
|
||||
continue;
|
||||
|
||||
|
@ -945,22 +962,37 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
|||
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
|
||||
};
|
||||
|
||||
/*
|
||||
If our topside is water, set upper border of face
|
||||
at upper border of node
|
||||
*/
|
||||
if(top_is_water)
|
||||
{
|
||||
vertices[2].Pos.Y = 0.5*BS;
|
||||
vertices[3].Pos.Y = 0.5*BS;
|
||||
}
|
||||
/*
|
||||
Otherwise upper position of face is corner levels
|
||||
*/
|
||||
else
|
||||
{
|
||||
vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
|
||||
vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
|
||||
}
|
||||
|
||||
/*
|
||||
If neighbor is water, lower border of face is corner
|
||||
water levels
|
||||
*/
|
||||
if(neighbor_is_water)
|
||||
{
|
||||
vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
|
||||
vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
|
||||
}
|
||||
/*
|
||||
If neighbor is not water, lower border of face is
|
||||
lower border of node
|
||||
*/
|
||||
else
|
||||
{
|
||||
vertices[0].Pos.Y = -0.5*BS;
|
||||
|
|
Loading…
Reference in New Issue