From: Perttu Ahola Date: Thu, 29 Mar 2012 19:59:43 +0000 (+0300) Subject: Improve the look of fences X-Git-Url: http://81.2.79.47:8989/gitweb/?a=commitdiff_plain;h=18350ad37fbfb7027f2ab82ead5be58c1435cdf0;p=zefram%2Fminetest%2Fminetest_engine.git Improve the look of fences --- diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index d41aac81..8f102cd9 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -727,12 +727,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data, TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); TileSpec tile_nocrack = tile; tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK; - + + // A hack to put wood the right way around in the posts + ITextureSource *tsrc = data->m_gamedef->tsrc(); + TileSpec tile_rot = tile; + tile_rot.texture = tsrc->getTexture(tsrc->getTextureName( + tile.texture.id) + "^[transformR90"); + u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l); - const f32 post_rad=(f32)BS/10; - const f32 bar_rad=(f32)BS/20; + const f32 post_rad=(f32)BS/8; + const f32 bar_rad=(f32)BS/16; const f32 bar_len=(f32)(BS/2)-post_rad; v3f pos = intToFloat(p, BS); @@ -742,13 +748,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data, post.MinEdge += pos; post.MaxEdge += pos; f32 postuv[24]={ - 0.4,0.4,0.6,0.6, - 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}; - makeCuboid(&collector, post, &tile, 1, c, postuv); + 6/16.,6/16.,10/16.,10/16., + 6/16.,6/16.,10/16.,10/16., + 0/16.,0,4/16.,1, + 4/16.,0,8/16.,1, + 8/16.,0,12/16.,1, + 12/16.,0,16/16.,1}; + makeCuboid(&collector, post, &tile_rot, 1, c, postuv); // Now a section of fence, +X, if there's a post there v3s16 p2 = p; @@ -762,17 +768,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data, bar.MinEdge += pos; bar.MaxEdge += pos; 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}; + 0/16.,2/16.,16/16.,4/16., + 0/16.,4/16.,16/16.,6/16., + 6/16.,6/16.,8/16.,8/16., + 10/16.,10/16.,12/16.,12/16., + 0/16.,8/16.,16/16.,10/16., + 0/16.,14/16.,16/16.,16/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, c, xrailuv); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; - // TODO: no crack makeCuboid(&collector, bar, &tile_nocrack, 1, c, xrailuv); } @@ -789,13 +794,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data, bar.MinEdge += pos; bar.MaxEdge += pos; 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}; - + 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch + 4/16.,1/16.,6/16.,5/16., // for wood texture instead + 0/16.,9/16.,16/16.,11/16., + 0/16.,6/16.,16/16.,8/16., + 6/16.,6/16.,8/16.,8/16., + 10/16.,10/16.,12/16.,12/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, c, zrailuv); bar.MinEdge.Y -= BS/2;