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Fix texture distortion for flowing liquids (#9561)
Previously textures of the side faces on flowing liquid nodes would become distorted on different axis depending on the liquid level. This is because the nodes always had the same texture coordinates, even when the generated face could have different sizes. This solves that problem by adjusting the texture coordinates for the vertices making up the top of the faces, so the textures will not look compressed for smaller faces.
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@ -556,17 +556,24 @@ void MapblockMeshGenerator::drawLiquidSides()
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for (int j = 0; j < 4; j++) {
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for (int j = 0; j < 4; j++) {
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const UV &vertex = base_vertices[j];
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const UV &vertex = base_vertices[j];
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const v3s16 &base = face.p[vertex.u];
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const v3s16 &base = face.p[vertex.u];
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float v = vertex.v;
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v3f pos;
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v3f pos;
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pos.X = (base.X - 0.5) * BS;
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pos.X = (base.X - 0.5f) * BS;
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pos.Z = (base.Z - 0.5) * BS;
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pos.Z = (base.Z - 0.5f) * BS;
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if (vertex.v)
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if (vertex.v) {
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pos.Y = neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5 * BS;
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pos.Y = neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5f * BS;
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else
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} else if (top_is_same_liquid) {
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pos.Y = !top_is_same_liquid ? corner_levels[base.Z][base.X] : 0.5 * BS;
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pos.Y = 0.5f * BS;
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} else {
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pos.Y = corner_levels[base.Z][base.X];
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v += (0.5f * BS - corner_levels[base.Z][base.X]) / BS;
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}
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if (data->m_smooth_lighting)
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if (data->m_smooth_lighting)
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color = blendLightColor(pos);
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color = blendLightColor(pos);
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pos += origin;
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pos += origin;
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vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, vertex.v);
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vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, v);
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};
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};
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collector->append(tile_liquid, vertices, 4, quad_indices, 6);
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collector->append(tile_liquid, vertices, 4, quad_indices, 6);
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}
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}
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