Fixed water mesh generation acting weird next to sand

This commit is contained in:
Perttu Ahola 2011-08-22 22:44:43 +03:00
parent 996c653490
commit db495668ae

@ -373,7 +373,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
}; };
for(u32 i=0; i<9; i++) for(u32 i=0; i<9; i++)
{ {
u8 content = CONTENT_AIR; content_t content = CONTENT_AIR;
float level = -0.5 * BS; float level = -0.5 * BS;
u8 flags = 0; u8 flags = 0;
// Check neighbor // Check neighbor
@ -422,7 +422,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
for(u32 j=0; j<4; j++) for(u32 j=0; j<4; j++)
{ {
v3s16 neighbordir = cornerdir - halfdirs[j]; v3s16 neighbordir = cornerdir - halfdirs[j];
u8 content = neighbor_contents[neighbordir]; content_t content = neighbor_contents[neighbordir];
// If top is liquid, draw starting from top of node // If top is liquid, draw starting from top of node
if(neighbor_flags[neighbordir] & if(neighbor_flags[neighbordir] &
neighborflag_top_is_same_liquid) neighborflag_top_is_same_liquid)