moved trasparent_blocks, etc. into textures.py (Issue #516)
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@@ -53,7 +53,7 @@ PyObject *init_chunk_render(PyObject *self, PyObject *args) {
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specialblockmap = PyObject_GetAttrString(textures, "specialblockmap");
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if (!specialblockmap)
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return NULL;
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transparent_blocks = PyObject_GetAttrString(chunk_mod, "transparent_blocks");
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transparent_blocks = PyObject_GetAttrString(textures, "transparent_blocks");
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if (!transparent_blocks)
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return NULL;
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@@ -38,8 +38,8 @@ rendermode_overlay_start(void *data, RenderState *state, PyObject *options) {
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self->white_color = PyObject_GetAttrString(state->chunk, "white_color");
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self->solid_blocks = PyObject_GetAttrString(state->chunk, "solid_blocks");
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self->fluid_blocks = PyObject_GetAttrString(state->chunk, "fluid_blocks");
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self->solid_blocks = PyObject_GetAttrString(state->textures, "solid_blocks");
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self->fluid_blocks = PyObject_GetAttrString(state->textures, "fluid_blocks");
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self->get_color = get_color;
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@@ -72,7 +72,7 @@ rendermode_spawn_start(void *data, RenderState *state, PyObject *options) {
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/* now do custom initializations */
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self = (RenderModeSpawn *)data;
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self->nospawn_blocks = PyObject_GetAttrString(state->chunk, "nospawn_blocks");
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self->nospawn_blocks = PyObject_GetAttrString(state->textures, "nospawn_blocks");
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self->blocklight = PyObject_GetAttrString(state->self, "blocklight");
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self->skylight = PyObject_GetAttrString(state->self, "skylight");
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