// The post - always present
v3f pos = intToFloat(p+blockpos_nodes, BS);
f32 postuv[24]={
- 0,0,1,1,
- 0,0,1,1,
- 0,0,1,1,
- 0,0,1,1,
- 0,0,1,1,
- 0,0,1,1};
+ 0.4,0.4,0.6,0.6,
+ 0.35,0,0.65,1,
+ 0.35,0,0.65,1,
+ 0.35,0,0.65,1,
+ 0.35,0,0.65,1,
+ 0.4,0.4,0.6,0.6};
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
post_rad,BS/2,post_rad, postuv);
pos = intToFloat(p+blockpos_nodes, BS);
pos.X += BS/2;
pos.Y += BS/4;
+ f32 xrailuv[24]={
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6};
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
- bar_len,bar_rad,bar_rad, NULL);
+ bar_len,bar_rad,bar_rad, xrailuv);
pos.Y -= BS/2;
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
- bar_len,bar_rad,bar_rad, NULL);
+ bar_len,bar_rad,bar_rad, xrailuv);
}
// Now a section of fence, +Z, if there's a post there
pos = intToFloat(p+blockpos_nodes, BS);
pos.Z += BS/2;
pos.Y += BS/4;
+ f32 zrailuv[24]={
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6};
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
- bar_rad,bar_rad,bar_len, NULL);
+ bar_rad,bar_rad,bar_len, zrailuv);
pos.Y -= BS/2;
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
- bar_rad,bar_rad,bar_len, NULL);
+ bar_rad,bar_rad,bar_len, zrailuv);
}