forked from oerkki/voxelands
brick texture updates pt4
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@ -3833,6 +3833,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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v3f pos = intToFloat(p, BS);
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bool urot = (n.getContent() >= CONTENT_SLAB_STAIR_UD_MIN && n.getContent() <= CONTENT_SLAB_STAIR_UD_MAX);
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float tex_v = 0.;
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// flip lighting
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if (urot) {
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video::SColor col = c[0];
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@ -3853,6 +3854,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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col = c[10];
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c[10] = c[11];
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c[11] = col;
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tex_v = 0.5;
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}
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video::S3DVertex vertices[6][4] = {
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{ // up
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@ -3866,25 +3868,25 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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video::S3DVertex(0.5*BS,-0.5*BS,0.5*BS, 0,-1,0, c[6], 1.,1.),
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video::S3DVertex(-0.5*BS,-0.5*BS,0.5*BS, 0,-1,0, c[7], 0.,1.)
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},{ // right
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video::S3DVertex(0.5*BS,0.,-0.5*BS, 1,0,0, c[2], 0.,0.),
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video::S3DVertex(0.5*BS,0.,0.5*BS, 1,0,0, c[1], 1.,0.),
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video::S3DVertex(0.5*BS,-0.5*BS,0.5*BS, 1,0,0, c[6], 1.,.5),
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video::S3DVertex(0.5*BS,-0.5*BS,-0.5*BS, 1,0,0, c[5], 0.,.5)
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video::S3DVertex(0.5*BS,0.,-0.5*BS, 1,0,0, c[2], 0.,0.+tex_v),
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video::S3DVertex(0.5*BS,0.,0.5*BS, 1,0,0, c[1], 1.,0.+tex_v),
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video::S3DVertex(0.5*BS,-0.5*BS,0.5*BS, 1,0,0, c[6], 1.,.5+tex_v),
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video::S3DVertex(0.5*BS,-0.5*BS,-0.5*BS, 1,0,0, c[5], 0.,.5+tex_v)
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},{ // left
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video::S3DVertex(-0.5*BS,0.,0.5*BS, -1,0,0, c[0], 0.,0.),
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video::S3DVertex(-0.5*BS,0.,-0.5*BS, -1,0,0, c[3], 1.,0.),
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video::S3DVertex(-0.5*BS,-0.5*BS,-0.5*BS, -1,0,0, c[4], 1.,.5),
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video::S3DVertex(-0.5*BS,-0.5*BS,0.5*BS, -1,0,0, c[7], 0.,.5)
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video::S3DVertex(-0.5*BS,0.,0.5*BS, -1,0,0, c[0], 0.,0.+tex_v),
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video::S3DVertex(-0.5*BS,0.,-0.5*BS, -1,0,0, c[3], 1.,0.+tex_v),
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video::S3DVertex(-0.5*BS,-0.5*BS,-0.5*BS, -1,0,0, c[4], 1.,.5+tex_v),
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video::S3DVertex(-0.5*BS,-0.5*BS,0.5*BS, -1,0,0, c[7], 0.,.5+tex_v)
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},{ // back
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video::S3DVertex(0.5*BS,0.,0.5*BS, 0,0,1, c[1], 0.,0.),
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video::S3DVertex(-0.5*BS,0.,0.5*BS, 0,0,1, c[0], 1.,0.),
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video::S3DVertex(-0.5*BS,-0.5*BS,0.5*BS, 0,0,1, c[7], 1.,.5),
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video::S3DVertex(0.5*BS,-0.5*BS,0.5*BS, 0,0,1, c[6], 0.,.5)
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video::S3DVertex(0.5*BS,0.,0.5*BS, 0,0,1, c[1], 0.,0.+tex_v),
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video::S3DVertex(-0.5*BS,0.,0.5*BS, 0,0,1, c[0], 1.,0.+tex_v),
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video::S3DVertex(-0.5*BS,-0.5*BS,0.5*BS, 0,0,1, c[7], 1.,.5+tex_v),
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video::S3DVertex(0.5*BS,-0.5*BS,0.5*BS, 0,0,1, c[6], 0.,.5+tex_v)
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},{ // front
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video::S3DVertex(-0.5*BS,0.,-0.5*BS, 0,0,-1, c[3], 0.,0.),
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video::S3DVertex(0.5*BS,0.,-0.5*BS, 0,0,-1, c[2], 1.,0.),
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video::S3DVertex(0.5*BS,-0.5*BS,-0.5*BS, 0,0,-1, c[5], 1.,.5),
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video::S3DVertex(-0.5*BS,-0.5*BS,-0.5*BS, 0,0,-1, c[4], 0.,.5)
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video::S3DVertex(-0.5*BS,0.,-0.5*BS, 0,0,-1, c[3], 0.,0.+tex_v),
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video::S3DVertex(0.5*BS,0.,-0.5*BS, 0,0,-1, c[2], 1.,0.+tex_v),
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video::S3DVertex(0.5*BS,-0.5*BS,-0.5*BS, 0,0,-1, c[5], 1.,.5+tex_v),
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video::S3DVertex(-0.5*BS,-0.5*BS,-0.5*BS, 0,0,-1, c[4], 0.,.5+tex_v)
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}
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};
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u16 indices[6] = {0,1,2,2,3,0};
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@ -151,8 +151,8 @@ void content_mapnode_slab(bool repeat)
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f = &content_features(i);
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f->description = wgettext("Brick Slab");
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f->setAllTextures("brick.png");
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f->setTexture(0,"brick_top.png");
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f->setTexture(1,"brick_top.png^[transformR90");
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f->setTexture(0,"brick_slab_top.png");
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f->setTexture(1,"brick_bottom.png");
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f->setTexture(2,"brick_side.png");
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f->setTexture(3,"brick_side.png");
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f->draw_type = CDT_NODEBOX;
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@ -498,7 +498,7 @@ void content_mapnode_slab(bool repeat)
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i = CONTENT_BRICK_SLAB_UD;
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f = &content_features(i);
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f->setAllTextures("brick.png^[transformfy");
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f->setTexture(0,"brick_top.png^[transformR90");
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f->setTexture(0,"brick_slab_bottom.png");
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f->setTexture(1,"brick_top.png");
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f->setTexture(2,"brick_side.png^[transformfy");
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f->setTexture(3,"brick_side.png^[transformfy");
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@ -146,7 +146,7 @@ void content_mapnode_stair(bool repeat)
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f->param_type = CPT_FACEDIR_SIMPLE;
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f->setAllTextures("brick.png");
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f->setTexture(0,"brick_stair_top.png");
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f->setTexture(1,"brick_top.png^[transformR90");
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f->setTexture(1,"brick_bottom.png");
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f->setTexture(2,"brick_side.png");
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f->setTexture(3,"brick_side.png");
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f->setTexture(5,"brick_stair_front.png");
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