forked from Mirrorlandia_minetest/minetest
Use the same light level for non-solid draw types as for solid
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@ -1131,7 +1131,7 @@ void MapblockMeshGenerator::drawPlantlikeRootedNode()
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getSmoothLightFrame();
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} else {
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MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
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light = LightPair(getInteriorLight(ntop, 1, nodedef));
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light = LightPair(getInteriorLight(ntop, 0, nodedef));
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}
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drawPlantlike(true);
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p.Y--;
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@ -1594,7 +1594,7 @@ void MapblockMeshGenerator::drawNode()
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if (data->m_smooth_lighting)
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getSmoothLightFrame();
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else
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light = LightPair(getInteriorLight(n, 1, nodedef));
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light = LightPair(getInteriorLight(n, 0, nodedef));
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switch (f->drawtype) {
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case NDT_FLOWINGLIQUID: drawLiquidNode(); break;
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case NDT_GLASSLIKE: drawGlasslikeNode(); break;
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