Now glass renders as in game (glass is rendered in the same way as water is)
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@@ -425,7 +425,7 @@ def _build_blockimages():
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# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
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topids = [ -1, 1, 0, 2, 16, 4, -1, 17,205,205,237,237, 18, 19, 32, 33,
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# 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
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34, -1, 52, 48, 49,160,144, -1,176, 74, -1, -1, -1, -1, 11, -1,
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34, -1, 52, 48, -1,160,144, -1,176, 74, -1, -1, -1, -1, 11, -1,
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# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
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55, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 9, 4,
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# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
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@@ -442,7 +442,7 @@ def _build_blockimages():
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# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
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sideids = [ -1, 1, 3, 2, 16, 4, -1, 17,205,205,237,237, 18, 19, 32, 33,
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# 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
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34, -1, 52, 48, 49,160,144, -1,192, 74, -1, -1,- 1, -1, 11, -1,
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34, -1, 52, 48, -1,160,144, -1,192, 74, -1, -1,- 1, -1, 11, -1,
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# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
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55, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 8, 35,
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# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
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@@ -553,33 +553,35 @@ def generate_special_texture(blockID, data):
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return generate_texture_tuple(img, blockID)
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if blockID == 9: # spring water, flowing water and waterfall water
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watertexture = _load_image("water.png")
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if blockID == 9 or blockID == 20: # spring water, flowing water and waterfall water, AND glass
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# water and glass share the way to be rendered
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if blockID == 9:
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texture = _load_image("water.png")
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else:
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texture = terrain_images[49]
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if (data & 0b10000) == 16:
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top = watertexture
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top = texture
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else: top = None
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if (data & 0b0001) == 1:
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side1 = watertexture # top left
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side1 = texture # top left
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else: side1 = None
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if (data & 0b1000) == 8:
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side2 = watertexture # top right
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side2 = texture # top right
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else: side2 = None
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if (data & 0b0010) == 2:
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side3 = watertexture # bottom left
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side3 = texture # bottom left
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else: side3 = None
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if (data & 0b0100) == 4:
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side4 = watertexture # bottom right
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side4 = texture # bottom right
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else: side4 = None
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img = _build_full_block(top,None,None,side3,side4)
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return generate_texture_tuple(img, blockID)
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@@ -1736,10 +1738,10 @@ def getBiomeData(worlddir, chunkX, chunkY):
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# (when adding new blocks here and in generate_special_textures,
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# please, if possible, keep the ascending order of blockid value)
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special_blocks = set([ 2, 6, 9, 17, 18, 26, 23, 27, 28, 29, 31, 33, 34,
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35, 43, 44, 50, 51, 53, 54, 55, 58, 59, 61, 62, 63,
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64, 65, 66, 67, 68, 71, 75, 76, 85, 86, 90, 91, 92,
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93, 94, 96])
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special_blocks = set([ 2, 6, 9, 17, 18, 20, 26, 23, 27, 28, 29, 31, 33,
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34, 35, 43, 44, 50, 51, 53, 54, 55, 58, 59, 61, 62,
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63, 64, 65, 66, 67, 68, 71, 75, 76, 85, 86, 90, 91,
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92, 93, 94, 96])
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# this is a map of special blockIDs to a list of all
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# possible values for ancillary data that it might have.
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@@ -1749,6 +1751,7 @@ special_map = {}
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special_map[6] = range(16) # saplings: usual, spruce, birch and future ones (rendered as usual saplings)
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special_map[9] = range(32) # water: spring,flowing, waterfall, and others (unknown) ancildata values, uses pseudo data
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special_map[17] = range(3) # wood: normal, birch and pine
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special_map[20] = range(32) # glass, used to only render the exterior surface, uses pseudo data
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special_map[26] = range(12) # bed, orientation
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special_map[23] = range(6) # dispensers, orientation
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special_map[27] = range(14) # powered rail, orientation/slope and powered/unpowered
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