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Fix tile MaterialType to make sense and make lava surface be shader'd lower like water

This commit is contained in:
Perttu Ahola 2012-12-02 02:57:14 +02:00
parent ca16119adb
commit 3e07c5bf82
3 changed files with 54 additions and 31 deletions

View file

@ -555,6 +555,7 @@ public:
tiledef[j].name = "unknown_block.png";
}
bool is_liquid = false;
switch(f->drawtype){
default:
case NDT_NORMAL:
@ -573,12 +574,14 @@ public:
f->solidness = 1;
f->backface_culling = false;
}
is_liquid = true;
break;
case NDT_FLOWINGLIQUID:
assert(f->liquid_type == LIQUID_FLOWING);
f->solidness = 0;
if(opaque_water)
f->alpha = 255;
is_liquid = true;
break;
case NDT_GLASSLIKE:
f->solidness = 0;
@ -611,16 +614,24 @@ public:
break;
}
u8 material_type = 0;
if(is_liquid){
if(f->alpha == 255)
material_type = TILE_MATERIAL_LIQUID_OPAQUE;
else
material_type = TILE_MATERIAL_LIQUID_TRANSPARENT;
} else{
material_type = TILE_MATERIAL_BASIC;
}
// Tiles (fill in f->tiles[])
for(u16 j=0; j<6; j++){
// Texture
f->tiles[j].texture = tsrc->getTexture(tiledef[j].name);
// Alpha
f->tiles[j].alpha = f->alpha;
if(f->alpha == 255)
f->tiles[j].material_type = MATERIAL_ALPHA_SIMPLE;
else
f->tiles[j].material_type = MATERIAL_ALPHA_VERTEX;
// Material type
f->tiles[j].material_type = material_type;
// Material flags
f->tiles[j].material_flags = 0;
if(f->backface_culling)
@ -661,10 +672,8 @@ public:
tsrc->getTexture(f->tiledef_special[j].name);
// Alpha
f->special_tiles[j].alpha = f->alpha;
if(f->alpha == 255)
f->special_tiles[j].material_type = MATERIAL_ALPHA_SIMPLE;
else
f->special_tiles[j].material_type = MATERIAL_ALPHA_VERTEX;
// Material type
f->special_tiles[j].material_type = material_type;
// Material flags
f->special_tiles[j].material_flags = 0;
if(f->tiledef_special[j].backface_culling)