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skip_sides in lighting_is_face_occluded is now correctly named

switched a conditional, but should still be fixed as per 75f80dae95
This commit is contained in:
Aaron Griffith
2012-06-07 20:17:49 -04:00
parent 25cb1f19c9
commit c17e33a810
2 changed files with 4 additions and 4 deletions

View File

@@ -202,7 +202,7 @@ lighting_is_face_occluded(RenderState *state, int skip_sides, int x, int y, int
/* this face isn't visible, so don't draw anything */
return 1;
}
} else if (skip_sides) {
} else if (!skip_sides) {
unsigned short block = get_data(state, BLOCKS, x, y, z);
if (!is_transparent(block)) {
/* the same thing but for adjacent chunks, this solves an
@@ -242,8 +242,8 @@ lighting_start(void *data, RenderState *state, PyObject *support) {
RenderPrimitiveLighting* self;
self = (RenderPrimitiveLighting *)data;
/* skip sides by default */
self->skip_sides = 1;
/* don't skip sides by default */
self->skip_sides = 0;
if (!render_mode_parse_option(support, "strength", "f", &(self->strength)))
return 1;

View File

@@ -143,7 +143,7 @@ do_shading_with_rule(RenderPrimitiveSmoothLighting *self, RenderState *state, st
int cz = state->z + face.dz;
/* first, check for occlusion if the block is in the local chunk */
if (lighting_is_face_occluded(state, 1, cx, cy, cz))
if (lighting_is_face_occluded(state, 0, cx, cy, cz))
return;
/* calculate the lighting colors for each point */