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Modified block mesh generation to have clearer input and output. Instead of being a messy object oriented cludge, it now is a messy cludge with separate parameters.

This commit is contained in:
Perttu Ahola 2011-04-03 19:50:54 +03:00
parent 01c2b003e1
commit e0f7bd4d57
9 changed files with 240 additions and 83 deletions

View file

@ -517,14 +517,14 @@ struct TestMapBlock
assert(b.getNode(v3s16(1,1,0)).getLight(LIGHTBANK_DAY) == 0);
assert(b.getNode(v3s16(1,0,0)).getLight(LIGHTBANK_DAY) == 0);
assert(b.getNode(v3s16(1,2,3)).getLight(LIGHTBANK_DAY) == LIGHT_SUN);
assert(b.getFaceLight(1000, p, v3s16(0,1,0)) == LIGHT_SUN);
assert(b.getFaceLight(1000, p, v3s16(0,-1,0)) == 0);
assert(b.getFaceLight(0, p, v3s16(0,-1,0)) == 0);
assert(b.getFaceLight2(1000, p, v3s16(0,1,0)) == LIGHT_SUN);
assert(b.getFaceLight2(1000, p, v3s16(0,-1,0)) == 0);
assert(b.getFaceLight2(0, p, v3s16(0,-1,0)) == 0);
// According to MapBlock::getFaceLight,
// The face on the z+ side should have double-diminished light
//assert(b.getFaceLight(p, v3s16(0,0,1)) == diminish_light(diminish_light(LIGHT_MAX)));
// The face on the z+ side should have diminished light
assert(b.getFaceLight(1000, p, v3s16(0,0,1)) == diminish_light(LIGHT_MAX));
assert(b.getFaceLight2(1000, p, v3s16(0,0,1)) == diminish_light(LIGHT_MAX));
}
/*
Check how the block handles being in between blocks with some non-sunlight