Merge branch 'master' into rendermode-options
This commit is contained in:
@@ -294,7 +294,22 @@ rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject
|
||||
self = (RenderModeLighting *)data;
|
||||
x = state->x, y = state->y, z = state->z;
|
||||
|
||||
if (is_transparent(state->block)) {
|
||||
if ((state->block == 9) || (state->block == 79)) { /* special case for water and ice */
|
||||
/* looks like we need a new case for lighting, there are
|
||||
* blocks that are transparent for occlusion calculations and
|
||||
* need per-face shading if the face is drawn. */
|
||||
if ((state->block_pdata & 16) == 16) {
|
||||
do_shading_with_mask(self, state, x, y, z+1, self->facemasks[0]);
|
||||
}
|
||||
if ((state->block_pdata & 2) == 2) { /* bottom left */
|
||||
do_shading_with_mask(self, state, x-1, y, z, self->facemasks[1]);
|
||||
}
|
||||
if ((state->block_pdata & 4) == 4) { /* bottom right */
|
||||
do_shading_with_mask(self, state, x, y+1, z, self->facemasks[2]);
|
||||
}
|
||||
/* 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 */
|
||||
do_shading_with_mask(self, state, x, y, z, mask_light);
|
||||
} else {
|
||||
|
||||
Reference in New Issue
Block a user