+ else if(n.getContent() == CONTENT_APPLE)
+ {
+ u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+ video::SColor c = MapBlock_LightColor(255, l);
+
+ for(u32 j=0; j<4; j++)
+ {
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
+ pa_apple.x0(), pa_apple.y1()),
+ video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
+ pa_apple.x1(), pa_apple.y1()),
+ video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
+ pa_apple.x1(), pa_apple.y0()),
+ video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
+ pa_apple.x0(), pa_apple.y0()),
+ };
+
+ if(j == 0)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(45);
+ }
+ else if(j == 1)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(-45);
+ }
+ else if(j == 2)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(135);
+ }
+ else if(j == 3)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(-135);
+ }
+
+ for(u16 i=0; i<4; i++)
+ {
+ vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ }
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material_apple, vertices, 4, indices, 6);
+ }
+ }
+ else if(n.getContent() == CONTENT_SAPLING) {
+ u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+ video::SColor c = MapBlock_LightColor(255, l);
+
+ for(u32 j=0; j<4; j++)
+ {
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
+ pa_sapling.x0(), pa_sapling.y1()),
+ video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
+ pa_sapling.x1(), pa_sapling.y1()),
+ video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
+ pa_sapling.x1(), pa_sapling.y0()),
+ video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
+ pa_sapling.x0(), pa_sapling.y0()),
+ };
+
+ if(j == 0)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(45);
+ }
+ else if(j == 1)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(-45);
+ }
+ else if(j == 2)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(135);
+ }
+ else if(j == 3)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(-135);
+ }
+
+ for(u16 i=0; i<4; i++)
+ {
+ vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ }
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material_sapling, vertices, 4, indices, 6);
+ }
+ }