Slightly better texture coordinates for fences

This commit is contained in:
Ciaran Gultnieks 2011-05-31 10:12:51 +01:00
parent 10cf6c3f6d
commit 06427e355a

@ -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);
}