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Remove all bump mapping and parallax occlusion related code.

This commit is contained in:
Lars 2020-10-12 13:29:31 -07:00 committed by lhofhansl
parent f43d1cfa81
commit ed22260822
17 changed files with 24 additions and 384 deletions

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@ -401,35 +401,6 @@ stripping out the file extension:
* e.g. `foomod_foothing`
Normalmap Textures
------------------
If shaders and bumpmapping or parallax occlusion is enabled, Minetest tries
to load normalmaps.
Those image files have to end with `_normal.png` and start with the same name
as their corresponding texture.
For example a normalmap for `foomod_foothing.png` has to be called
`foomod_foothing_normal.png`.
The sRGB R, G and B colour values of a normalmap pixel are each directly
mapped from `{0, ..., 255}` to `[-1, 1]` and, taken together,
define the normal vector.
The alpha channel defines the heightmap for parallax occlusion.
To be safe, the alpha values should always be bigger than zero
because the colour values, which define the normal vector,
may be undefined for image formats where colour is discarded in fully
transparent pixels.
Bumpmapping and parallax occlusion are currently experimental features:
* Bumpmapping in Minetest happens in an obscure way; there are no light sources
defined in the shaders except the sunlight direction.
* Parallax occlusion with relief-mapping mode does not yet work correctly
together with Minetest's Fastfaces.
* The normalmap files must end with `.png`, so other image files are not
supported.
Texture modifiers
-----------------
@ -834,7 +805,7 @@ Example (colored grass block):
-- Overlay tiles: define them in the same style
-- The top and bottom tile does not have overlay
overlay_tiles = {"", "",
{name = "default_grass_side.png", tileable_vertical = false}},
{name = "default_grass_side.png"}},
-- Global color, used in inventory
color = "green",
-- Palette in the world
@ -1204,7 +1175,7 @@ Look for examples in `games/devtest` or `games/minetest_game`.
base cube without affecting them.
* The base cube texture tiles are defined as normal, the `plantlike`
extension uses the defined special tile, for example:
`special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
`special_tiles = {{name = "default_papyrus.png"}},`
`*_optional` drawtypes need less rendering time if deactivated
(always client-side).
@ -7043,13 +7014,8 @@ Tile definition
* `"image.png"`
* `{name="image.png", animation={Tile Animation definition}}`
* `{name="image.png", backface_culling=bool, tileable_vertical=bool,
tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
* `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
* backface culling enabled by default for most nodes
* tileable flags are info for shaders, how they should treat texture
when displacement mapping is used.
Directions are from the point of view of the tile texture,
not the node it's on.
* align style determines whether the texture will be rotated with the node
or kept aligned with its surroundings. "user" means that client
setting will be used, similar to `glasslike_framed_optional`.