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Framed glasslike: Fix z-fighting, improve codestyle (#7826)
Increase inset distance of glass faces that is meant to avoid z-fighting. Note: Enabling basic shaders made the z-fighting more likely to happen.
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@ -717,9 +717,9 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
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bool V_merge = !(param2 & 64);
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param2 &= 63;
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static const float a = BS / 2;
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static const float g = a - 0.003;
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static const float b = .876 * ( BS / 2 );
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static const float a = BS / 2.0f;
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static const float g = a - 0.03f;
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static const float b = 0.876f * (BS / 2.0f);
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static const aabb3f frame_edges[FRAMED_EDGE_COUNT] = {
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aabb3f( b, b, -a, a, a, a), // y+
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@ -751,9 +751,12 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
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bool nb[FRAMED_NEIGHBOR_COUNT] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
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// 1 = check
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static const bool check_nb_vertical [FRAMED_NEIGHBOR_COUNT] = {0,1,0,0,1,0, 0,0,0,0, 0,0,0,0, 0,0,0,0};
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static const bool check_nb_horizontal [FRAMED_NEIGHBOR_COUNT] = {1,0,1,1,0,1, 0,0,0,0, 1,1,1,1, 0,0,0,0};
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static const bool check_nb_all [FRAMED_NEIGHBOR_COUNT] = {1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1};
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static const bool check_nb_vertical [FRAMED_NEIGHBOR_COUNT] =
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{0,1,0,0,1,0, 0,0,0,0, 0,0,0,0, 0,0,0,0};
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static const bool check_nb_horizontal [FRAMED_NEIGHBOR_COUNT] =
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{1,0,1,1,0,1, 0,0,0,0, 1,1,1,1, 0,0,0,0};
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static const bool check_nb_all [FRAMED_NEIGHBOR_COUNT] =
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{1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1};
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const bool *check_nb = check_nb_all;
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// neighbours checks for frames visibility
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@ -807,7 +810,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
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f->special_tiles[0].layers[0].texture) {
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// Internal liquid level has param2 range 0 .. 63,
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// convert it to -0.5 .. 0.5
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float vlev = (param2 / 63.0) * 2.0 - 1.0;
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float vlev = (param2 / 63.0f) * 2.0f - 1.0f;
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getSpecialTile(0, &tile);
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drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b),
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-(nb[4] ? g : b),
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