// Luanti // SPDX-License-Identifier: LGPL-2.1-or-later // Copyright (C) 2010-2013 celeron55, Perttu Ahola #include "tile.h" void TileLayer::applyMaterialOptions(video::SMaterial &material, int layer) const { material.setTexture(0, texture); material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) != 0; if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) { material.TextureLayers[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE; material.TextureLayers[1].TextureWrapU = video::ETC_CLAMP_TO_EDGE; } if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) { material.TextureLayers[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE; material.TextureLayers[1].TextureWrapV = video::ETC_CLAMP_TO_EDGE; } /* * The second layer is for overlays, but uses the same vertex positions * as the first, which easily leads to Z-fighting. * To fix this we offset the polygons of the *first layer* away from the camera. * This only affects the depth buffer and leads to no visual gaps in geometry. * * However, doing so intrudes the "Z space" of the overlay of the next node * so that leads to inconsistent Z-sorting again. :( * HACK: For lack of a better approach we restrict this to cases where * an overlay is actually present. */ if (need_polygon_offset) { material.PolygonOffsetSlopeScale = 1; material.PolygonOffsetDepthBias = 1; } }