Fix wallmounted mesh rotations

This commit is contained in:
ShadowNinja 2014-11-19 16:17:54 -05:00
parent a6ba042cf7
commit da0f1e5497
2 changed files with 3 additions and 3 deletions

@ -1731,9 +1731,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
} else if (f.param_type_2 == CPT2_WALLMOUNTED) {
//convert wallmounted to 6dfacedir.
//when cache enabled, it is already converted
facedir = n.getWallMounted(nodedef);
facedir = n.getWallMounted(nodedef);
if (!enable_mesh_cache) {
static const u8 wm_to_6d[6] = {20, 0, 16, 12, 8, 4};
static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2};
facedir = wm_to_6d[facedir];
}
}

@ -879,7 +879,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef)
meshmanip->recalculateNormals(f->mesh_ptr[j], true, false);
}
} else if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_WALLMOUNTED)) {
static const u8 wm_to_6d[6] = {20, 0, 16, 12, 8, 4};
static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2};
for (u16 j = 1; j < 6; j++) {
f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
rotateMeshBy6dFacedir(f->mesh_ptr[j], wm_to_6d[j]);