Slightly better texture coordinates for fences
authorCiaran Gultnieks <ciaran@ciarang.com>
Tue, 31 May 2011 09:12:51 +0000 (10:12 +0100)
committerCiaran Gultnieks <ciaran@ciarang.com>
Tue, 31 May 2011 09:12:51 +0000 (10:12 +0100)
src/mapblock.cpp

index 4feeb9aef478bdb460e464d1d4f589fefb14cb8d..7adb8c2dfce9e3470d41908cf3ad219f9330844e 100644 (file)
@@ -1597,12 +1597,12 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                        // 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);
@@ -1616,14 +1616,21 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                                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
@@ -1635,13 +1642,20 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                                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);
 
                        }