fixed lighting bug introduced by tall grass fix
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@@ -372,7 +372,7 @@ chunk_render(PyObject *self, PyObject *args) {
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for (state.z = 0; state.z < 128; state.z++) {
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state.imgy -= 12;
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/* get blockid */
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/* get blockid */
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state.block = getArrayByte3D(blocks_py, state.x, state.y, state.z);
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if (state.block == 0) {
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continue;
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@@ -430,6 +430,7 @@ chunk_render(PyObject *self, PyObject *args) {
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if (t != NULL && t != Py_None)
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{
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PyObject *src, *mask, *mask_light;
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int randx = 0, randy = 0;
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src = PyTuple_GetItem(t, 0);
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mask = PyTuple_GetItem(t, 1);
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mask_light = PyTuple_GetItem(t, 2);
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@@ -437,7 +438,21 @@ chunk_render(PyObject *self, PyObject *args) {
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if (mask == Py_None)
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mask = src;
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if (state.block == 31) {
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/* add a random offset to the postion of the tall grass to make it more wild */
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randx = rand() % 6 + 1 - 3;
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randy = rand() % 6 + 1 - 3;
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state.imgx += randx;
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state.imgy += randy;
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}
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rendermode->draw(rm_data, &state, src, mask, mask_light);
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if (state.block == 31) {
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/* undo the random offsets */
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state.imgx -= randx;
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state.imgy -= randy;
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}
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}
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}
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@@ -125,7 +125,6 @@ rendermode_normal_occluded(void *data, RenderState *state) {
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static void
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rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
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RenderModeNormal *self = (RenderModeNormal *)data;
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int offx = 0, offy = 0;
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unsigned char data_byte;
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/* first, check to see if we should use biome-compatible src, mask */
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@@ -142,14 +141,8 @@ rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *
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}
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}
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if (state->block == 31) {
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/* add a random offset to the postion of the tall grass to make it more wild */
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offx = rand() % 6 + 1 - 3;
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offy = rand() % 6 + 1 - 3;
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}
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/* draw the block! */
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alpha_over(state->img, src, mask, state->imgx + offx, state->imgy + offy, 0, 0);
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alpha_over(state->img, src, mask, state->imgx, state->imgy, 0, 0);
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if (self->biome_data) {
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/* do the biome stuff! */
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@@ -167,7 +160,7 @@ rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *
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break;
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color = PySequence_GetItem(self->grasscolor, index);
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facemask = self->grass_texture;
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alpha_over(state->img, self->grass_texture, self->grass_texture, state->imgx + offx, state->imgy + offy, 0, 0);
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alpha_over(state->img, self->grass_texture, self->grass_texture, state->imgx, state->imgy, 0, 0);
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break;
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case 18:
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/* leaves */
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@@ -196,7 +189,7 @@ rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *
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b = PyInt_AsLong(PyTuple_GET_ITEM(color, 2));
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Py_DECREF(color);
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tint_with_mask(state->img, r, g, b, 255, facemask, state->imgx + offx, state->imgy + offy, 0, 0);
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tint_with_mask(state->img, r, g, b, 255, facemask, state->imgx, state->imgy, 0, 0);
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}
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}
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