forked from oerkki/voxelands
get liquid sources displaying again
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fa77f8bbf6
commit
8c3aeeb970
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@ -227,136 +227,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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/*
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Add torches to mesh
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*/
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switch (n.getContent()) {
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case CONTENT_TORCH:
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{
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v3s16 dir = unpackDir(n.param2);
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const char *texturename = "torch.png";
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if(dir == v3s16(0,-1,0)){
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texturename = "torch_on_floor.png";
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} else if(dir == v3s16(0,1,0)){
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texturename = "torch_on_ceiling.png";
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// For backwards compatibility
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} else if(dir == v3s16(0,0,0)){
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texturename = "torch_on_floor.png";
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} else {
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texturename = "torch.png";
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}
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AtlasPointer ap = g_texturesource->getTexture(texturename);
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// Set material
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video::SMaterial material;
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_FOG_ENABLE, true);
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//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialType
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= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material.setTexture(0, ap.atlas);
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video::SColor c(255,255,255,255);
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// Wall at X+ of node
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
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ap.x0(), ap.y1()),
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video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
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ap.x1(), ap.y1()),
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video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
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ap.x1(), ap.y0()),
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video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
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ap.x0(), ap.y0()),
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};
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for(s32 i=0; i<4; i++)
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{
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if(dir == v3s16(1,0,0))
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vertices[i].Pos.rotateXZBy(0);
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if(dir == v3s16(-1,0,0))
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vertices[i].Pos.rotateXZBy(180);
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if(dir == v3s16(0,0,1))
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vertices[i].Pos.rotateXZBy(90);
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if(dir == v3s16(0,0,-1))
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vertices[i].Pos.rotateXZBy(-90);
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if(dir == v3s16(0,-1,0))
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vertices[i].Pos.rotateXZBy(45);
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if(dir == v3s16(0,1,0))
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vertices[i].Pos.rotateXZBy(-45);
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(material, vertices, 4, indices, 6);
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}
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/*
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Signs on walls
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*/
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break;
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case CONTENT_SIGN_WALL:
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{
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AtlasPointer ap = g_texturesource->getTexture("sign_wall.png");
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// Set material
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video::SMaterial material;
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_FOG_ENABLE, true);
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material.MaterialType
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= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material.setTexture(0, ap.atlas);
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u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c = MapBlock_LightColor(255, l);
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float d = (float)BS/16;
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// Wall at X+ of node
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
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ap.x0(), ap.y1()),
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video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
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ap.x1(), ap.y1()),
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video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
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ap.x1(), ap.y0()),
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video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
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ap.x0(), ap.y0()),
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};
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v3s16 dir = unpackDir(n.param2);
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for(s32 i=0; i<4; i++)
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{
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if(dir == v3s16(1,0,0))
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vertices[i].Pos.rotateXZBy(0);
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if(dir == v3s16(-1,0,0))
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vertices[i].Pos.rotateXZBy(180);
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if(dir == v3s16(0,0,1))
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vertices[i].Pos.rotateXZBy(90);
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if(dir == v3s16(0,0,-1))
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vertices[i].Pos.rotateXZBy(-90);
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if(dir == v3s16(0,-1,0))
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vertices[i].Pos.rotateXYBy(-90);
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if(dir == v3s16(0,1,0))
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vertices[i].Pos.rotateXYBy(90);
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(material, vertices, 4, indices, 6);
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}
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/*
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Add flowing liquid to mesh
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*/
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break;
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switch (content_features(n).liquid_type) {
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case LIQUID_FLOWING:
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{
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assert(content_features(n).special_material);
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@ -683,6 +554,138 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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// Add to mesh collector
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collector.append(liquid_material, vertices, 4, indices, 6);
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}
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break;
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case LIQUID_NONE:
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switch (n.getContent()) {
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case CONTENT_TORCH:
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{
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v3s16 dir = unpackDir(n.param2);
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const char *texturename = "torch.png";
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if(dir == v3s16(0,-1,0)){
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texturename = "torch_on_floor.png";
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} else if(dir == v3s16(0,1,0)){
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texturename = "torch_on_ceiling.png";
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// For backwards compatibility
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} else if(dir == v3s16(0,0,0)){
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texturename = "torch_on_floor.png";
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} else {
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texturename = "torch.png";
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}
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AtlasPointer ap = g_texturesource->getTexture(texturename);
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// Set material
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video::SMaterial material;
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_FOG_ENABLE, true);
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//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialType
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= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material.setTexture(0, ap.atlas);
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video::SColor c(255,255,255,255);
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// Wall at X+ of node
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
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ap.x0(), ap.y1()),
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video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
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ap.x1(), ap.y1()),
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video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
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ap.x1(), ap.y0()),
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video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
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ap.x0(), ap.y0()),
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};
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for(s32 i=0; i<4; i++)
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{
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if(dir == v3s16(1,0,0))
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vertices[i].Pos.rotateXZBy(0);
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if(dir == v3s16(-1,0,0))
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vertices[i].Pos.rotateXZBy(180);
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if(dir == v3s16(0,0,1))
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vertices[i].Pos.rotateXZBy(90);
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if(dir == v3s16(0,0,-1))
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vertices[i].Pos.rotateXZBy(-90);
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if(dir == v3s16(0,-1,0))
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vertices[i].Pos.rotateXZBy(45);
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if(dir == v3s16(0,1,0))
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vertices[i].Pos.rotateXZBy(-45);
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(material, vertices, 4, indices, 6);
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}
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/*
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Signs on walls
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*/
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break;
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case CONTENT_SIGN_WALL:
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{
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AtlasPointer ap = g_texturesource->getTexture("sign_wall.png");
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// Set material
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video::SMaterial material;
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_FOG_ENABLE, true);
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material.MaterialType
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= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material.setTexture(0, ap.atlas);
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u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c = MapBlock_LightColor(255, l);
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float d = (float)BS/16;
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// Wall at X+ of node
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
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ap.x0(), ap.y1()),
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video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
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ap.x1(), ap.y1()),
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video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
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ap.x1(), ap.y0()),
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video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
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ap.x0(), ap.y0()),
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};
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v3s16 dir = unpackDir(n.param2);
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for(s32 i=0; i<4; i++)
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{
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if(dir == v3s16(1,0,0))
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vertices[i].Pos.rotateXZBy(0);
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if(dir == v3s16(-1,0,0))
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vertices[i].Pos.rotateXZBy(180);
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if(dir == v3s16(0,0,1))
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vertices[i].Pos.rotateXZBy(90);
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if(dir == v3s16(0,0,-1))
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vertices[i].Pos.rotateXZBy(-90);
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if(dir == v3s16(0,-1,0))
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vertices[i].Pos.rotateXYBy(-90);
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if(dir == v3s16(0,1,0))
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vertices[i].Pos.rotateXYBy(90);
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(material, vertices, 4, indices, 6);
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}
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/*
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Add flowing liquid to mesh
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*/
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break;
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/*
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Add leaves if using new style
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*/
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@ -1325,6 +1328,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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}
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}
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}
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}
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}
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}
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#endif
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