do not render internal faces for water
This is closer to the old water rendering method, and better allows users to see underwater structures.
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@@ -1005,16 +1005,11 @@ def saplings(self, blockid, data):
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# bedrock
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block(blockid=7, top_image="assets/minecraft/textures/block/bedrock.png")
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@material(blockid=8, data=range(16), fluid=True, transparent=True, nospawn=True)
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def water(self, blockid, data):
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watertex = self.load_water()
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return self.build_block(watertex, watertex)
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# other water, glass, and ice (no inner surfaces)
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# water, glass, and ice (no inner surfaces)
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# uses pseudo-ancildata found in iterate.c
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@material(blockid=[9, 20, 79, 95], data=range(512), fluid=(9,), transparent=True, nospawn=True, solid=(79, 20, 95))
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@material(blockid=[8, 9, 20, 79, 95], data=range(512), fluid=(8, 9), transparent=True, nospawn=True, solid=(79, 20, 95))
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def no_inner_surfaces(self, blockid, data):
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if blockid == 9:
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if blockid == 8 or blockid == 9:
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texture = self.load_water()
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elif blockid == 20:
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texture = self.load_image_texture("assets/minecraft/textures/block/glass.png")
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@@ -1024,7 +1019,7 @@ def no_inner_surfaces(self, blockid, data):
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texture = self.load_image_texture("assets/minecraft/textures/block/ice.png")
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# now that we've used the lower 4 bits to get color, shift down to get the 5 bits that encode face hiding
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if blockid != 9: # water doesn't have a shifted pseudodata
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if not (blockid == 8 or blockid == 9): # water doesn't have a shifted pseudodata
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data = data >> 4
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if (data & 0b10000) == 16:
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