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Improve code in mapblock_mesh.cpp a bit
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@ -1349,30 +1349,22 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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scene::SMeshBuffer *buf = new scene::SMeshBuffer();
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buf->Material = material;
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switch (p.layer.material_type) {
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// list of transparent materials taken from tile.h
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case TILE_MATERIAL_ALPHA:
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
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{
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buf->append(&p.vertices[0], p.vertices.size(),
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&p.indices[0], 0);
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if (p.layer.isTransparent()) {
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buf->append(&p.vertices[0], p.vertices.size(), nullptr, 0);
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MeshTriangle t;
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t.buffer = buf;
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for (u32 i = 0; i < p.indices.size(); i += 3) {
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t.p1 = p.indices[i];
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t.p2 = p.indices[i + 1];
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t.p3 = p.indices[i + 2];
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t.updateAttributes();
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m_transparent_triangles.push_back(t);
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}
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MeshTriangle t;
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t.buffer = buf;
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m_transparent_triangles.reserve(p.indices.size() / 3);
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for (u32 i = 0; i < p.indices.size(); i += 3) {
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t.p1 = p.indices[i];
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t.p2 = p.indices[i + 1];
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t.p3 = p.indices[i + 2];
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t.updateAttributes();
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m_transparent_triangles.push_back(t);
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}
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break;
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default:
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} else {
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buf->append(&p.vertices[0], p.vertices.size(),
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&p.indices[0], p.indices.size());
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break;
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}
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mesh->addMeshBuffer(buf);
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buf->drop();
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