forked from Mirrorlandia_minetest/minetest
Slightly better texture coordinates for fences
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10cf6c3f6d
commit
06427e355a
@ -1597,12 +1597,12 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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// The post - always present
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v3f pos = intToFloat(p+blockpos_nodes, BS);
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f32 postuv[24]={
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0,0,1,1,
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0,0,1,1,
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0,0,1,1,
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0,0,1,1,
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0,0,1,1,
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0,0,1,1};
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0.4,0.4,0.6,0.6,
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0.35,0,0.65,1,
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0.35,0,0.65,1,
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0.35,0,0.65,1,
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0.35,0,0.65,1,
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0.4,0.4,0.6,0.6};
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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post_rad,BS/2,post_rad, postuv);
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@ -1616,14 +1616,21 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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pos = intToFloat(p+blockpos_nodes, BS);
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pos.X += BS/2;
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pos.Y += BS/4;
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f32 xrailuv[24]={
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0,0.4,1,0.6,
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0,0.4,1,0.6,
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0,0.4,1,0.6,
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0,0.4,1,0.6,
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0,0.4,1,0.6,
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0,0.4,1,0.6};
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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bar_len,bar_rad,bar_rad, NULL);
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bar_len,bar_rad,bar_rad, xrailuv);
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pos.Y -= BS/2;
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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bar_len,bar_rad,bar_rad, NULL);
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bar_len,bar_rad,bar_rad, xrailuv);
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}
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// Now a section of fence, +Z, if there's a post there
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@ -1635,13 +1642,20 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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pos = intToFloat(p+blockpos_nodes, BS);
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pos.Z += BS/2;
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pos.Y += BS/4;
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f32 zrailuv[24]={
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0,0.4,1,0.6,
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0,0.4,1,0.6,
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0,0.4,1,0.6,
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0,0.4,1,0.6,
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0,0.4,1,0.6,
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0,0.4,1,0.6};
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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bar_rad,bar_rad,bar_len, NULL);
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bar_rad,bar_rad,bar_len, zrailuv);
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pos.Y -= BS/2;
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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bar_rad,bar_rad,bar_len, NULL);
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bar_rad,bar_rad,bar_len, zrailuv);
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}
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