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Render nodeboxes with opaque material if possible (#10122)
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3 changed files with 68 additions and 3 deletions
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@ -418,6 +418,7 @@ struct ContentFeatures
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void reset();
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void serialize(std::ostream &os, u16 protocol_version) const;
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void deSerialize(std::istream &is);
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/*!
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* Since vertex alpha is no longer supported, this method
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* adds opacity directly to the texture pixels.
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@ -427,6 +428,17 @@ struct ContentFeatures
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*/
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void correctAlpha(TileDef *tiles, int length);
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#ifndef SERVER
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/*
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* Checks if any tile texture has any transparent pixels.
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* Prints a warning and returns true if that is the case, false otherwise.
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* This is supposed to be used for use_texture_alpha backwards compatibility.
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*/
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bool textureAlphaCheck(ITextureSource *tsrc, const TileDef *tiles,
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int length);
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#endif
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/*
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Some handy methods
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*/
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