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Fixed water mesh generation acting weird next to sand
author
Perttu Ahola
<celeron55@gmail.com>
Mon, 22 Aug 2011 19:44:43 +0000
(22:44 +0300)
committer
Perttu Ahola
<celeron55@gmail.com>
Mon, 22 Aug 2011 19:44:43 +0000
(22:44 +0300)
src/content_mapblock.cpp
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diff --git
a/src/content_mapblock.cpp
b/src/content_mapblock.cpp
index c0845ec57d5e52fb7ec6f77287c05bd482702233..b4006140ddc2f6525164b20640d4c39189e44636 100644
(file)
--- a/
src/content_mapblock.cpp
+++ b/
src/content_mapblock.cpp
@@
-373,7
+373,7
@@
void mapblock_mesh_generate_special(MeshMakeData *data,
};
for(u32 i=0; i<9; i++)
{
-
u8
content = CONTENT_AIR;
+
content_t
content = CONTENT_AIR;
float level = -0.5 * BS;
u8 flags = 0;
// Check neighbor
@@
-422,7
+422,7
@@
void mapblock_mesh_generate_special(MeshMakeData *data,
for(u32 j=0; j<4; j++)
{
v3s16 neighbordir = cornerdir - halfdirs[j];
-
u8
content = neighbor_contents[neighbordir];
+
content_t
content = neighbor_contents[neighbordir];
// If top is liquid, draw starting from top of node
if(neighbor_flags[neighbordir] &
neighborflag_top_is_same_liquid)