mirror of
				https://github.com/luanti-org/luanti.git
				synced 2025-11-04 01:05:48 +01:00 
			
		
		
		
	Use the same light level for non-solid draw types as for solid
This commit is contained in:
		@@ -1131,7 +1131,7 @@ void MapblockMeshGenerator::drawPlantlikeRootedNode()
 | 
			
		||||
		getSmoothLightFrame();
 | 
			
		||||
	} else {
 | 
			
		||||
		MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
 | 
			
		||||
		light = LightPair(getInteriorLight(ntop, 1, nodedef));
 | 
			
		||||
		light = LightPair(getInteriorLight(ntop, 0, nodedef));
 | 
			
		||||
	}
 | 
			
		||||
	drawPlantlike(true);
 | 
			
		||||
	p.Y--;
 | 
			
		||||
@@ -1594,7 +1594,7 @@ void MapblockMeshGenerator::drawNode()
 | 
			
		||||
	if (data->m_smooth_lighting)
 | 
			
		||||
		getSmoothLightFrame();
 | 
			
		||||
	else
 | 
			
		||||
		light = LightPair(getInteriorLight(n, 1, nodedef));
 | 
			
		||||
		light = LightPair(getInteriorLight(n, 0, nodedef));
 | 
			
		||||
	switch (f->drawtype) {
 | 
			
		||||
		case NDT_FLOWINGLIQUID:     drawLiquidNode(); break;
 | 
			
		||||
		case NDT_GLASSLIKE:         drawGlasslikeNode(); break;
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user