Improve glass

This commit is contained in:
Perttu Ahola 2011-11-15 21:36:46 +02:00
parent c3703ded95
commit 2f2392f783
2 changed files with 37 additions and 53 deletions

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@ -529,6 +529,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
for(u32 j=0; j<6; j++)
{
// Check this neighbor
v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
// Don't make face if neighbor is of same type
if(n2.getContent() == n.getContent())
continue;
// The face at Z+
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
@ -540,40 +548,28 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
pa_glass.x0(), pa_glass.y0()),
};
if(j == 0)
{
// Rotations in the g_6dirs format
if(j == 0) // Z+
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(0);
}
else if(j == 1)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(180);
}
else if(j == 2)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(-90);
}
else if(j == 3)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(90);
}
else if(j == 4)
{
else if(j == 1) // Y+
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateYZBy(-90);
}
else if(j == 5)
{
else if(j == 2) // X+
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(-90);
else if(j == 3) // Z-
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(180);
else if(j == 4) // Y-
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateYZBy(90);
}
else if(j == 5) // X-
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(90);
for(u16 i=0; i<4; i++)
{
for(u16 i=0; i<4; i++){
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
@ -609,39 +605,27 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
pa_leaves1.x0(), pa_leaves1.y0()),
};
if(j == 0)
{
// Rotations in the g_6dirs format
if(j == 0) // Z+
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(0);
}
else if(j == 1)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(180);
}
else if(j == 2)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(-90);
}
else if(j == 3)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(90);
}
else if(j == 4)
{
else if(j == 1) // Y+
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateYZBy(-90);
}
else if(j == 5)
{
else if(j == 2) // X+
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(-90);
else if(j == 3) // Z-
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(180);
else if(j == 4) // Y-
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateYZBy(90);
}
else if(j == 5) // X-
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(90);
for(u16 i=0; i<4; i++)
{
for(u16 i=0; i<4; i++){
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}