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Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'

Prevents normal drawtype nodes having transparency.
Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
This commit is contained in:
stujones11 2017-06-07 18:52:38 +01:00 committed by paramat
parent f3ad75691a
commit 6e5588c8e1
3 changed files with 35 additions and 27 deletions

View file

@ -690,6 +690,8 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
switch (drawtype) {
default:
case NDT_NORMAL:
material_type = (alpha == 255) ?
TILE_MATERIAL_OPAQUE : TILE_MATERIAL_ALPHA;
solidness = 2;
break;
case NDT_AIRLIKE:
@ -786,6 +788,16 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
tile_shader[j] = shdsrc->getShader("nodes_shader",
material_type, drawtype);
}
u8 overlay_material = material_type;
if (overlay_material == TILE_MATERIAL_OPAQUE)
overlay_material = TILE_MATERIAL_BASIC;
else if (overlay_material == TILE_MATERIAL_LIQUID_OPAQUE)
overlay_material = TILE_MATERIAL_LIQUID_TRANSPARENT;
u32 overlay_shader[6];
for (u16 j = 0; j < 6; j++) {
overlay_shader[j] = shdsrc->getShader("nodes_shader",
overlay_material, drawtype);
}
// Tiles (fill in f->tiles[])
for (u16 j = 0; j < 6; j++) {
@ -794,8 +806,8 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
tdef[j].backface_culling, material_type);
if (tdef_overlay[j].name != "")
fillTileAttribs(tsrc, &tiles[j].layers[1], &tdef_overlay[j],
tile_shader[j], tsettings.use_normal_texture,
tdef[j].backface_culling, material_type);
overlay_shader[j], tsettings.use_normal_texture,
tdef[j].backface_culling, overlay_material);
}
// Special tiles (fill in f->special_tiles[])