diff --git a/src/client/content_mapblock.cpp b/src/client/content_mapblock.cpp index 3f0d05746..80d7f61d6 100644 --- a/src/client/content_mapblock.cpp +++ b/src/client/content_mapblock.cpp @@ -599,7 +599,7 @@ void MapblockMeshGenerator::getLiquidNeighborhood() v3s16 p2 = p + v3s16(u, 0, w); MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); neighbor.content = n2.getContent(); - neighbor.level = -0.5 * BS; + neighbor.level = -0.5f; neighbor.is_same_liquid = false; neighbor.top_is_same_liquid = false; @@ -608,7 +608,7 @@ void MapblockMeshGenerator::getLiquidNeighborhood() if (neighbor.content == c_source) { neighbor.is_same_liquid = true; - neighbor.level = 0.5 * BS; + neighbor.level = 0.5f; } else if (neighbor.content == c_flowing) { neighbor.is_same_liquid = true; u8 liquid_level = (n2.param2 & LIQUID_LEVEL_MASK); @@ -616,7 +616,7 @@ void MapblockMeshGenerator::getLiquidNeighborhood() liquid_level = 0; else liquid_level -= (LIQUID_LEVEL_MAX + 1 - range); - neighbor.level = (-0.5 + (liquid_level + 0.5) / range) * BS; + neighbor.level = (-0.5f + (liquid_level + 0.5f) / range); } // Check node above neighbor. @@ -648,11 +648,11 @@ f32 MapblockMeshGenerator::getCornerLevel(int i, int k) // If top is liquid, draw starting from top of node if (neighbor_data.top_is_same_liquid) - return 0.5 * BS; + return 0.5f; // Source always has the full height if (content == c_source) - return 0.5 * BS; + return 0.5f; // Flowing liquid has level information if (content == c_flowing) { @@ -663,7 +663,7 @@ f32 MapblockMeshGenerator::getCornerLevel(int i, int k) } } if (air_count >= 2) - return -0.5 * BS + 0.2; + return -0.5f + 0.2f / BS; if (count > 0) return sum / count; return 0; @@ -721,12 +721,12 @@ void MapblockMeshGenerator::drawLiquidSides() pos.X = (base.X - 0.5f) * BS; pos.Z = (base.Z - 0.5f) * BS; if (vertex.v) { - pos.Y = neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5f * BS; + pos.Y = (neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5f) * BS; } else if (top_is_same_liquid) { pos.Y = 0.5f * BS; } else { - pos.Y = corner_levels[base.Z][base.X]; - v += (0.5f * BS - corner_levels[base.Z][base.X]) / BS; + pos.Y = corner_levels[base.Z][base.X] * BS; + v += 0.5f - corner_levels[base.Z][base.X]; } if (data->m_smooth_lighting) @@ -755,7 +755,7 @@ void MapblockMeshGenerator::drawLiquidTop() for (int i = 0; i < 4; i++) { int u = corner_resolve[i][0]; int w = corner_resolve[i][1]; - vertices[i].Pos.Y += corner_levels[w][u]; + vertices[i].Pos.Y += corner_levels[w][u] * BS; if (data->m_smooth_lighting) vertices[i].Color = blendLightColor(vertices[i].Pos); vertices[i].Pos += origin;