Plantlike: Fix visual_scale being applied squared (#5115)

Visual_scale was applied twice to plantlike by accident sometime between
2011 and 2013, squaring the requested scale value. Visual_scale is
correctly applied once in it's other uses in signlike and torchlike.

Two lines of code are removed, they also had no effect for the vast
majority of nodes with the default visual_scale of 1.0.
The texture continues to have it's base at ground level.
This commit is contained in:
Paramat 2017-01-28 10:07:35 +00:00 committed by Zeno-
parent b7a98e9850
commit 953cbb3b15

@ -1602,8 +1602,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
} }
for (int i = 0; i < 4; i++) { for (int i = 0; i < 4; i++) {
vertices[i].Pos *= f.visual_scale;
vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
if (data->m_smooth_lighting) if (data->m_smooth_lighting)
vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS); vertices[i].Pos += intToFloat(p, BS);