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https://github.com/luanti-org/luanti.git
synced 2025-11-28 19:55:30 +01:00
Improve rendering and fix tiling in mesh generation
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@@ -220,6 +220,7 @@ void content_mapnode_init()
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i = CONTENT_JUNGLEGRASS;
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f = &content_features(i);
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f->setInventoryTexture("junglegrass.png");
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f->used_texturenames["junglegrass.png"] = true;
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f->light_propagates = true;
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f->param_type = CPT_LIGHT;
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//f->is_ground_content = true;
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@@ -265,6 +266,7 @@ void content_mapnode_init()
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i = CONTENT_PAPYRUS;
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f = &content_features(i);
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f->setInventoryTexture("papyrus.png");
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f->used_texturenames["papyrus.png"] = true;
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f->light_propagates = true;
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f->param_type = CPT_LIGHT;
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f->is_ground_content = true;
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@@ -307,11 +309,13 @@ void content_mapnode_init()
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f->solidness = 0; // drawn separately, makes no faces
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f->air_equivalent = true; // grass grows underneath
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f->setInventoryTexture("fence.png");
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f->used_texturenames["fence.png"] = true;
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setWoodLikeDiggingProperties(f->digging_properties, 0.75);
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i = CONTENT_RAIL;
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f = &content_features(i);
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f->setInventoryTexture("rail.png");
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f->used_texturenames["rail.png"] = true;
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f->light_propagates = true;
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f->param_type = CPT_LIGHT;
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f->is_ground_content = true;
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@@ -324,6 +328,7 @@ void content_mapnode_init()
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i = CONTENT_LADDER;
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f = &content_features(i);
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f->setInventoryTexture("ladder.png");
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f->used_texturenames["ladder.png"] = true;
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f->light_propagates = true;
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f->param_type = CPT_LIGHT;
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f->is_ground_content = true;
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@@ -466,6 +471,7 @@ void content_mapnode_init()
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i = CONTENT_LAVA;
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f = &content_features(i);
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f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
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f->used_texturenames["lava.png"] = true;
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f->param_type = CPT_LIGHT;
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f->light_propagates = false;
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f->light_source = LIGHT_MAX-1;
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@@ -502,6 +508,7 @@ void content_mapnode_init()
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i = CONTENT_LAVASOURCE;
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f = &content_features(i);
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f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
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f->used_texturenames["ladder.png"] = true;
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if(new_style_water)
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{
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f->solidness = 0; // drawn separately, makes no faces
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@@ -555,6 +562,10 @@ void content_mapnode_init()
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i = CONTENT_TORCH;
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f = &content_features(i);
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f->setInventoryTexture("torch_on_floor.png");
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f->used_texturenames["torch_on_floor.png"] = true;
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f->used_texturenames["torch_on_ceiling.png"] = true;
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f->used_texturenames["torch_on_floor.png"] = true;
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f->used_texturenames["torch.png"] = true;
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f->param_type = CPT_LIGHT;
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f->light_propagates = true;
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f->sunlight_propagates = true;
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@@ -569,6 +580,7 @@ void content_mapnode_init()
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i = CONTENT_SIGN_WALL;
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f = &content_features(i);
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f->setInventoryTexture("sign_wall.png");
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f->used_texturenames["sign_wall.png"] = true;
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f->param_type = CPT_LIGHT;
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f->light_propagates = true;
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f->sunlight_propagates = true;
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@@ -671,6 +683,7 @@ void content_mapnode_init()
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f->param_type = CPT_LIGHT;
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f->setAllTextures("sapling.png");
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f->setInventoryTexture("sapling.png");
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f->used_texturenames["sapling.png"] = true;
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f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
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f->light_propagates = true;
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f->air_equivalent = false;
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@@ -681,6 +694,7 @@ void content_mapnode_init()
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i = CONTENT_APPLE;
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f = &content_features(i);
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f->setInventoryTexture("apple.png");
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f->used_texturenames["apple.png"] = true;
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f->param_type = CPT_LIGHT;
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f->light_propagates = true;
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f->sunlight_propagates = true;
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