0

Use per-face shading for leave block.

This commit is contained in:
Alejandro Aguilera
2011-08-03 11:22:25 +02:00
parent a2b156c85f
commit b86906b931

View File

@@ -295,8 +295,8 @@ rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject
if ((state->block == 9) || (state->block == 79)) { /* special case for water and ice */ if ((state->block == 9) || (state->block == 79)) { /* special case for water and ice */
/* looks like we need a new case for lighting, there are /* looks like we need a new case for lighting, there are
* blocks that are transparent and need per-face shading * blocks that are transparent for occlusion calculations and
* if the face is drawn. */ * need per-face shading if the face is drawn. */
if ((state->block_pdata & 16) == 16) { if ((state->block_pdata & 16) == 16) {
do_shading_with_mask(self, state, x, y, z+1, self->facemasks[0]); do_shading_with_mask(self, state, x, y, z+1, self->facemasks[0]);
} }
@@ -306,7 +306,9 @@ rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject
if ((state->block_pdata & 4) == 4) { /* bottom right */ if ((state->block_pdata & 4) == 4) { /* bottom right */
do_shading_with_mask(self, state, x, y+1, z, self->facemasks[2]); do_shading_with_mask(self, state, x, y+1, z, self->facemasks[2]);
} }
} else if (is_transparent(state->block)) { /* leaves are transparent for occlusion calculations but they
* per face-shading to look as in game */
} else if (is_transparent(state->block) && (state->block != 18)) {
/* transparent: do shading on whole block */ /* transparent: do shading on whole block */
do_shading_with_mask(self, state, x, y, z, mask_light); do_shading_with_mask(self, state, x, y, z, mask_light);
} else { } else {