Fix NDT_GLASSLIKE normals

Remove inventorycube() workaround for default:glass in minimal game
This commit is contained in:
Kahrl 2015-01-23 01:01:21 +01:00 committed by Craig Robbins
parent 38561023b4
commit 285655a878
2 changed files with 6 additions and 6 deletions

View File

@ -886,7 +886,6 @@ minetest.register_node("default:glass", {
description = "Glass", description = "Glass",
drawtype = "glasslike", drawtype = "glasslike",
tiles ={"default_glass.png"}, tiles ={"default_glass.png"},
inventory_image = minetest.inventorycube("default_glass.png"),
paramtype = "light", paramtype = "light",
sunlight_propagates = true, sunlight_propagates = true,
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3}, groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},

View File

@ -756,7 +756,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
for(u32 j=0; j<6; j++) for(u32 j=0; j<6; j++)
{ {
// Check this neighbor // Check this neighbor
v3s16 n2p = blockpos_nodes + p + g_6dirs[j]; v3s16 dir = g_6dirs[j];
v3s16 n2p = blockpos_nodes + p + dir;
MapNode n2 = data->m_vmanip.getNodeNoEx(n2p); MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
// Don't make face if neighbor is of same type // Don't make face if neighbor is of same type
if(n2.getContent() == n.getContent()) if(n2.getContent() == n.getContent())
@ -764,10 +765,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// The face at Z+ // The face at Z+
video::S3DVertex vertices[4] = { video::S3DVertex vertices[4] = {
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 1,1), video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,1),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,1),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 0,0), video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0),
}; };
// Rotations in the g_6dirs format // Rotations in the g_6dirs format