+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material_water1, vertices, 4, indices, 6);
+ }
+ }
+ /*
+ Add water sources to mesh if using new style
+ */
+ else if(n.d == CONTENT_WATERSOURCE && new_style_water)
+ {
+ //bool top_is_water = false;
+ bool top_is_air = false;
+ try{
+ MapNode n = getNodeParent(v3s16(x,y+1,z));
+ /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+ top_is_water = true;*/
+ if(n.d == CONTENT_AIR)
+ top_is_air = true;
+ }catch(InvalidPositionException &e){}
+
+ /*if(top_is_water == true)
+ continue;*/
+ if(top_is_air == false)
+ continue;
+
+ u8 l = decode_light(n.getLightBlend(daynight_ratio));
+ video::SColor c(WATER_ALPHA,l,l,l);
+
+ video::S3DVertex vertices[4] =
+ {
+ /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+ pa_water1.x0(), pa_water1.y1()),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+ pa_water1.x1(), pa_water1.y1()),
+ video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
+ pa_water1.x1(), pa_water1.y0()),
+ video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
+ pa_water1.x0(), pa_water1.y0()),
+ };
+
+ for(s32 i=0; i<4; i++)
+ {
+ vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
+ vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
+ }
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material_water1, vertices, 4, indices, 6);
+ }
+ /*
+ Add leaves if using new style
+ */
+ else if(n.d == CONTENT_LEAVES && new_style_leaves)
+ {
+ /*u8 l = decode_light(n.getLightBlend(daynight_ratio));*/
+ u8 l = decode_light(undiminish_light(n.getLightBlend(daynight_ratio)));
+ video::SColor c(255,l,l,l);
+
+ for(u32 j=0; j<6; j++)
+ {
+ video::S3DVertex vertices[4] =
+ {
+ /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
+ video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
+ pa_leaves1.x0(), pa_leaves1.y1()),
+ video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
+ pa_leaves1.x1(), pa_leaves1.y1()),
+ video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
+ pa_leaves1.x1(), pa_leaves1.y0()),
+ video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
+ pa_leaves1.x0(), pa_leaves1.y0()),
+ };
+
+ if(j == 0)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(0);
+ }
+ else if(j == 1)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(180);
+ }
+ else if(j == 2)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(-90);
+ }
+ else if(j == 3)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(90);
+ }
+ else if(j == 4)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateYZBy(-90);
+ }
+ else if(j == 5)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateYZBy(90);
+ }
+
+ for(u16 i=0; i<4; i++)
+ {
+ vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
+ }