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Fix one more time the how water is lit.

Added ancildata and pseudo_ancildata to the renderstate.
Added special case for water in rendermode_ligting_draw().
This commit is contained in:
Alejandro Aguilera
2011-08-03 10:43:31 +02:00
parent 4070a79409
commit f7e1867588
3 changed files with 20 additions and 1 deletions

View File

@@ -293,7 +293,20 @@ 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) { /* special case for water */
/* looks like we need a new case for lighting, there are
* blocks that are transparent 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]);
}
} else if (is_transparent(state->block)) {
/* transparent: do shading on whole block */
do_shading_with_mask(self, state, x, y, z, mask_light);
} else {