From 9ec0a75eaaef34269efe7c37cac2e08c464286e6 Mon Sep 17 00:00:00 2001 From: Aaron Griffith Date: Mon, 23 Feb 2015 10:27:08 -0500 Subject: [PATCH] fix lighting for flowing water and ice fix for issue #1205 --- overviewer_core/src/primitives/lighting.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/overviewer_core/src/primitives/lighting.c b/overviewer_core/src/primitives/lighting.c index 8978c06..199b79a 100644 --- a/overviewer_core/src/primitives/lighting.c +++ b/overviewer_core/src/primitives/lighting.c @@ -303,7 +303,7 @@ lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyO self = (RenderPrimitiveLighting *)data; x = state->x, y = state->y, z = state->z; - if ((state->block == 9) || (state->block == 79)) { /* special case for water and ice */ + if ((state->block == 8) || (state->block == 9)) { /* special case for water */ /* looks like we need a new case for lighting, there are * blocks that are transparent for occlusion calculations and * need per-face shading if the face is drawn. */ @@ -316,9 +316,9 @@ lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyO if ((state->block_pdata & 4) == 4) { /* bottom right */ do_shading_with_mask(self, state, x, y, z+1, self->facemasks[2]); } - /* leaves are transparent for occlusion calculations but they + /* leaves and ice are transparent for occlusion calculations but they * per face-shading to look as in game */ - } else if (is_transparent(state->block) && (state->block != 18)) { + } else if (is_transparent(state->block) && (state->block != 18) && (state->block != 79)) { /* transparent: do shading on whole block */ do_shading_with_mask(self, state, x, y, z, mask_light); } else {