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Fix NDT_PLANTLIKE scaling to always keep the bottom at ground level
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@ -789,13 +789,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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{
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
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video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
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pa_papyrus.x0(), pa_papyrus.y1()),
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video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
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video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
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pa_papyrus.x1(), pa_papyrus.y1()),
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video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
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video::S3DVertex( BS/2*f.visual_scale,
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-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
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pa_papyrus.x1(), pa_papyrus.y0()),
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video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
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video::S3DVertex(-BS/2*f.visual_scale,
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-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
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pa_papyrus.x0(), pa_papyrus.y0()),
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};
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@ -266,7 +266,7 @@ void content_mapnode_init(IWritableNodeDefManager *nodemgr)
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i = CONTENT_JUNGLEGRASS;
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f = nodemgr->getModifiable(i);
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f->drawtype = NDT_PLANTLIKE;
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f->visual_scale = 1.6;
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f->visual_scale = 1.3;
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f->setAllTextures("junglegrass.png");
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f->setInventoryTexture("junglegrass.png");
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f->light_propagates = true;
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