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Fix NDT_PLANTLIKE scaling to always keep the bottom at ground level

This commit is contained in:
Perttu Ahola 2011-11-15 21:13:22 +02:00
parent e5fd010a6c
commit c3703ded95
2 changed files with 7 additions and 5 deletions

View file

@ -789,13 +789,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
pa_papyrus.x0(), pa_papyrus.y1()),
video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
pa_papyrus.x1(), pa_papyrus.y1()),
video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
video::S3DVertex( BS/2*f.visual_scale,
-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
pa_papyrus.x1(), pa_papyrus.y0()),
video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
video::S3DVertex(-BS/2*f.visual_scale,
-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
pa_papyrus.x0(), pa_papyrus.y0()),
};