grass now has snowy sides when covered in snow
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@@ -155,7 +155,12 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
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int x = state->x, y = state->y, z = state->z;
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unsigned char data = 0;
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if (state->block == 9) { /* water */
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if (state->block == 2) { /* grass */
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/* return 0x10 if grass is covered in snow */
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if (z < 127 && getArrayByte3D(state->blocks, x, y, z+1) == 78)
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return 0x10;
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return ancilData;
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} else if (state->block == 9) { /* water */
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/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks */
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if ((ancilData == 0) || (ancilData >= 10)) { /* static water, only top, and unkown ancildata values */
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data = 16;
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@@ -393,7 +398,7 @@ chunk_render(PyObject *self, PyObject *args) {
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PyObject *tmp;
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unsigned char ancilData = getArrayByte3D(blockdata_expanded, state.x, state.y, state.z);
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if ((state.block == 85) || (state.block == 9) || (state.block == 55) || (state.block == 54) ) {
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if ((state.block == 85) || (state.block == 9) || (state.block == 55) || (state.block == 54) || (state.block == 2)) {
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ancilData = generate_pseudo_data(&state, ancilData);
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}
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@@ -138,7 +138,9 @@ rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *
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switch (state->block) {
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case 2:
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/* grass */
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/* grass -- skip for snowgrass */
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if (state->z < 127 && getArrayByte3D(state->blocks, state->x, state->y, state->z+1) == 78)
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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, state->imgy, 0, 0);
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16
textures.py
16
textures.py
@@ -429,7 +429,12 @@ def generate_special_texture(blockID, data):
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# all need to behandled here (and in chunkpy)
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if blockID == 2: # grass
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img = _build_block(terrain_images[0], terrain_images[3], 2)
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# data & 0x10 means SNOW sides
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side_img = terrain_images[3]
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if data & 0x10:
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side_img = terrain_images[68]
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img = _build_block(terrain_images[0], side_img, 2)
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if not data & 0x10:
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colored = tintTexture(biome_grass_texture, (115, 175, 71))
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composite.alpha_over(img, colored, (0, 0), colored)
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return (img.convert("RGB"), img.split()[3])
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@@ -1327,10 +1332,11 @@ special_map[92] = range(6) # cake!
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# grass and leaves are graysacle in terrain.png
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# we treat them as special so we can manually tint them
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# it is unknown how the specific tint (biomes) is calculated
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special_map[2] = range(11) # grass, grass has not ancildata but is used
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# in the mod WildGrass, and this small fix
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# shows the map as expected, and is harmless
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# for normal maps
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# also, 0x10 means SNOW sides
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special_map[2] = range(11) + [0x10,] # grass, grass has not ancildata but is
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# used in the mod WildGrass, and this
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# small fix shows the map as expected,
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# and is harmless for normal maps
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special_map[18] = range(16) # leaves, birch, normal or pine leaves (not implemented)
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