remove z index fighting on large plantlike nodes (junglegrass)

This commit is contained in:
darkrose 2013-11-13 20:48:35 +10:00
parent fe2fc58d93
commit d2bdfe79a4
1 changed files with 50 additions and 31 deletions

View File

@ -1325,47 +1325,66 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
break;
case CDT_PLANTLIKE_LGE:
{
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + v3s16(0,1,0));
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<2; j++)
{
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
content_features(n).tiles[0].texture.x0(), content_features(n).tiles[0].texture.y1()),
video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
content_features(n).tiles[0].texture.x1(), content_features(n).tiles[0].texture.y1()),
video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
content_features(n).tiles[0].texture.x1(), content_features(n).tiles[0].texture.y0()),
video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
content_features(n).tiles[0].texture.x0(), content_features(n).tiles[0].texture.y0()),
f32 tuv[4] = {
content_features(n).tiles[0].texture.x0(),
content_features(n).tiles[0].texture.x1(),
content_features(n).tiles[0].texture.y0(),
content_features(n).tiles[0].texture.y1()
};
s32 h = 1;
f32 s = 1.3;
if (
content_features(n2).draw_type == CDT_PLANTLIKE_LGE
|| content_features(n2).draw_type == CDT_PLANTLIKE
|| content_features(n2).draw_type == CDT_PLANTLIKE_SML
) {
tuv[2] = (0.333*content_features(n).tiles[0].texture.size.Y)+content_features(n).tiles[0].texture.y0();
h = 2;
s = 1.0;
}
video::S3DVertex base_vertices[4] = {
base_vertices[0] = video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,tuv[0], tuv[3]),
base_vertices[1] = video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,tuv[1], tuv[3]),
base_vertices[2] = video::S3DVertex(BS/2,BS/h,0, 0,0,0, c,tuv[1], tuv[2]),
base_vertices[3] = video::S3DVertex(-BS/2,BS/h,0, 0,0,0, c,tuv[0], tuv[2])
};
for (u32 j=0; j<2; j++) {
video::S3DVertex vertices[4] = {
base_vertices[0],
base_vertices[1],
base_vertices[2],
base_vertices[3]
};
if(j == 0)
{
for(u16 i=0; i<4; i++)
switch (j) {
case 0:
for (u16 i=0; i<4; i++) {
vertices[i].Pos.rotateXZBy(45);
}
else if(j == 1)
{
for(u16 i=0; i<4; i++)
}
break;
case 1:
for (u16 i=0; i<4; i++) {
vertices[i].Pos.rotateXZBy(-45);
}
else if(j == 2)
{
for(u16 i=0; i<4; i++)
}
break;
case 2:
for (u16 i=0; i<4; i++) {
vertices[i].Pos.rotateXZBy(135);
}
else if(j == 3)
{
for(u16 i=0; i<4; i++)
}
break;
case 3:
for (u16 i=0; i<4; i++) {
vertices[i].Pos.rotateXZBy(-135);
}
break;
default:;
}
for(u16 i=0; i<4; i++)
{
vertices[i].Pos *= 1.3;
for (u16 i=0; i<4; i++) {
vertices[i].Pos.X *= 1.3;
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}