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Fix NDT_GLASSLIKE normals
Remove inventorycube() workaround for default:glass in minimal game
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38561023b4
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285655a878
@ -886,7 +886,6 @@ minetest.register_node("default:glass", {
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description = "Glass",
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description = "Glass",
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drawtype = "glasslike",
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drawtype = "glasslike",
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tiles ={"default_glass.png"},
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tiles ={"default_glass.png"},
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inventory_image = minetest.inventorycube("default_glass.png"),
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paramtype = "light",
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paramtype = "light",
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sunlight_propagates = true,
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sunlight_propagates = true,
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groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
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groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
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@ -756,7 +756,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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for(u32 j=0; j<6; j++)
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for(u32 j=0; j<6; j++)
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{
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{
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// Check this neighbor
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// Check this neighbor
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v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
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v3s16 dir = g_6dirs[j];
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v3s16 n2p = blockpos_nodes + p + dir;
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MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
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MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
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// Don't make face if neighbor is of same type
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// Don't make face if neighbor is of same type
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if(n2.getContent() == n.getContent())
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if(n2.getContent() == n.getContent())
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@ -764,10 +765,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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// The face at Z+
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// The face at Z+
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video::S3DVertex vertices[4] = {
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video::S3DVertex vertices[4] = {
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video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
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video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,1),
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video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
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video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,1),
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video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 0,0),
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video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0),
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video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0),
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};
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};
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// Rotations in the g_6dirs format
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// Rotations in the g_6dirs format
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