Fix non-smooth non-shader node shading (Fixes #1436, regression by commit a0f78659f3
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eadde1e741
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@ -1293,6 +1293,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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bool enable_shaders = g_settings->getBool("enable_shaders");
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bool enable_shaders = g_settings->getBool("enable_shaders");
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bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
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bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
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bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
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bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
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bool smooth_lighting = g_settings->getBool("smooth_lighting");
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if(!m_has_animation)
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if(!m_has_animation)
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{
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{
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@ -1406,6 +1407,9 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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u8 night = j->second.second;
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u8 night = j->second.second;
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finalColorBlend(vertices[vertexIndex].Color,
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finalColorBlend(vertices[vertexIndex].Color,
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day, night, daynight_ratio);
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day, night, daynight_ratio);
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// If no smooth lighting, shading is already correct
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if(!smooth_lighting)
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continue;
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// Make sides and bottom darker than the top
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// Make sides and bottom darker than the top
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video::SColor &vc = vertices[vertexIndex].Color;
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video::SColor &vc = vertices[vertexIndex].Color;
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if(vertices[vertexIndex].Normal.Y > 0.5) {
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if(vertices[vertexIndex].Normal.Y > 0.5) {
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