diff --git a/src/mapblock.cpp b/src/mapblock.cpp index 2d077121c..68b296154 100644 --- a/src/mapblock.cpp +++ b/src/mapblock.cpp @@ -864,8 +864,14 @@ void MapBlock::updateMesh(u32 daynight_ratio) - SUGG: This could be optimized Turns sunglighted mud into grass. + + if remove_light==true, sets non-sunlighted nodes black. + + if black_air_left!=NULL, it is set to true if non-sunlighted + air is left in block. */ -bool MapBlock::propagateSunlight(core::map & light_sources) +bool MapBlock::propagateSunlight(core::map & light_sources, + bool remove_light, bool *black_air_left) { // Whether the sunlight at the top of the bottom block is valid bool block_below_is_valid = true; @@ -959,19 +965,27 @@ bool MapBlock::propagateSunlight(core::map & light_sources) } bool sunlight_should_go_down = (y==-1); - - // Fill rest with black (only transparent ones) - for(; y >= 0; y--){ + + /* + Check rest through to the bottom of the block + */ + for(; y >= 0; y--) + { v3s16 pos(x, y, z); - MapNode &n = getNodeRef(pos); if(n.light_propagates()) { - n.setLight(LIGHTBANK_DAY, 0); - } - else{ - break; + if(black_air_left) + { + *black_air_left = true; + } + + if(remove_light) + { + // Fill transparent nodes with black + n.setLight(LIGHTBANK_DAY, 0); + } } }