]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/client/mapblock_mesh.cpp
Merge branch 'master' of https://github.com/minetest/minetest
[dragonfireclient.git] / src / client / mapblock_mesh.cpp
index 9487eae22fd2bdcac8d078204510e3b9daba745a..f0d43ec7e2f12dac890382faa75ba1d2a61ac035 100644 (file)
@@ -30,45 +30,44 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "client/meshgen/collector.h"
 #include "client/renderingengine.h"
 #include <array>
+#include <algorithm>
 
 /*
        MeshMakeData
 */
 
-MeshMakeData::MeshMakeData(Client *client, bool use_shaders, bool use_tangent_vertices) :
-               m_client(client), m_use_shaders(use_shaders),
-               m_use_tangent_vertices(use_tangent_vertices)
-{
-}
+MeshMakeData::MeshMakeData(Client *client, bool use_shaders):
+       m_client(client),
+       m_use_shaders(use_shaders)
+{}
 
 void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
 {
        m_blockpos = blockpos;
 
-       v3s16 blockpos_nodes = m_blockpos * MAP_BLOCKSIZE;
+       v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
 
        m_vmanip.clear();
-       VoxelArea voxel_area(blockpos_nodes - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
-                       blockpos_nodes + v3s16(1, 1, 1) * MAP_BLOCKSIZE * 2 -
-                                       v3s16(1, 1, 1));
+       VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
+                       blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
        m_vmanip.addArea(voxel_area);
 }
 
 void MeshMakeData::fillBlockData(const v3s16 &block_offset, MapNode *data)
 {
        v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
-       VoxelArea data_area(v3s16(0, 0, 0), data_size - v3s16(1, 1, 1));
+       VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
 
        v3s16 bp = m_blockpos + block_offset;
        v3s16 blockpos_nodes = bp * MAP_BLOCKSIZE;
-       m_vmanip.copyFrom(data, data_area, v3s16(0, 0, 0), blockpos_nodes, data_size);
+       m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size);
 }
 
 void MeshMakeData::fill(MapBlock *block)
 {
        fillBlockDataBegin(block->getPos());
 
-       fillBlockData(v3s16(0, 0, 0), block->getData());
+       fillBlockData(v3s16(0,0,0), block->getData());
 
        // Get map for reading neighbor blocks
        Map *map = block->getParent();
@@ -76,47 +75,20 @@ void MeshMakeData::fill(MapBlock *block)
        for (const v3s16 &dir : g_26dirs) {
                v3s16 bp = m_blockpos + dir;
                MapBlock *b = map->getBlockNoCreateNoEx(bp);
-               if (b)
+               if(b)
                        fillBlockData(dir, b->getData());
        }
 }
 
-void MeshMakeData::fillSingleNode(MapNode *node)
-{
-       m_blockpos = v3s16(0, 0, 0);
-
-       v3s16 blockpos_nodes = v3s16(0, 0, 0);
-       VoxelArea area(blockpos_nodes - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
-                       blockpos_nodes + v3s16(1, 1, 1) * MAP_BLOCKSIZE * 2 -
-                                       v3s16(1, 1, 1));
-       s32 volume = area.getVolume();
-       s32 our_node_index = area.index(1, 1, 1);
-
-       // Allocate this block + neighbors
-       m_vmanip.clear();
-       m_vmanip.addArea(area);
-
-       // Fill in data
-       MapNode *data = new MapNode[volume];
-       for (s32 i = 0; i < volume; i++) {
-               if (i == our_node_index)
-                       data[i] = *node;
-               else
-                       data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
-       }
-       m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent());
-       delete[] data;
-}
-
 void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
 {
        if (crack_level >= 0)
-               m_crack_pos_relative = crack_pos - m_blockpos * MAP_BLOCKSIZE;
+               m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
 }
 
 void MeshMakeData::setSmoothLighting(bool smooth_lighting)
 {
-       m_smooth_lighting = smooth_lighting && !g_settings->getBool("fullbright");
+       m_smooth_lighting = smooth_lighting && ! g_settings->getBool("fullbright");
 }
 
 /*
@@ -127,13 +99,13 @@ void MeshMakeData::setSmoothLighting(bool smooth_lighting)
        Calculate non-smooth lighting at interior of node.
        Single light bank.
 */
-static u8 getInteriorLight(
-               enum LightBank bank, MapNode n, s32 increment, const NodeDefManager *ndef)
+static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
+       const NodeDefManager *ndef)
 {
        u8 light = n.getLight(bank, ndef);
        if (light > 0)
                light = rangelim(light + increment, 0, LIGHT_SUN);
-       if (g_settings->getBool("fullbright"))
+       if(g_settings->getBool("fullbright"))
                return 255;
        return decode_light(light);
 }
@@ -153,22 +125,23 @@ u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef)
        Calculate non-smooth lighting at face of node.
        Single light bank.
 */
-static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2, v3s16 face_dir,
-               const NodeDefManager *ndef)
+static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
+       v3s16 face_dir, const NodeDefManager *ndef)
 {
        u8 light;
        u8 l1 = n.getLight(bank, ndef);
        u8 l2 = n2.getLight(bank, ndef);
-       if (l1 > l2)
+       if(l1 > l2)
                light = l1;
        else
                light = l2;
 
        // Boost light level for light sources
-       u8 light_source = MYMAX(ndef->get(n).light_source, ndef->get(n2).light_source);
-       if (light_source > light)
+       u8 light_source = MYMAX(ndef->get(n).light_source,
+                       ndef->get(n2).light_source);
+       if(light_source > light)
                light = light_source;
-       if (g_settings->getBool("fullbright"))
+       if(g_settings->getBool("fullbright"))
                return 255;
        return decode_light(light);
 }
@@ -177,7 +150,8 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2, v3s16 face_di
        Calculate non-smooth lighting at face of node.
        Both light banks.
 */
-u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir, const NodeDefManager *ndef)
+u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir,
+       const NodeDefManager *ndef)
 {
        u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
        u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
@@ -188,8 +162,8 @@ u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir, const NodeDefMana
        Calculate smooth lighting at the XYZ- corner of p.
        Both light banks
 */
-static u16 getSmoothLightCombined(
-               const v3s16 &p, const std::array<v3s16, 8> &dirs, MeshMakeData *data)
+static u16 getSmoothLightCombined(const v3s16 &p,
+       const std::array<v3s16,8> &dirs, MeshMakeData *data)
 {
        const NodeDefManager *ndef = data->m_client->ndef();
 
@@ -200,7 +174,7 @@ static u16 getSmoothLightCombined(
        u16 light_night = 0;
        bool direct_sunlight = false;
 
-       auto add_node = [&](u8 i, bool obstructed = false) -> bool {
+       auto add_node = [&] (u8 i, bool obstructed = false) -> bool {
                if (obstructed) {
                        ambient_occlusion++;
                        return false;
@@ -226,7 +200,7 @@ static u16 getSmoothLightCombined(
                return f.light_propagates;
        };
 
-       bool obstructed[4] = {true, true, true, true};
+       bool obstructed[4] = { true, true, true, true };
        add_node(0);
        bool opaque1 = !add_node(1);
        bool opaque2 = !add_node(2);
@@ -262,34 +236,31 @@ static u16 getSmoothLightCombined(
        }
 
        bool skip_ambient_occlusion_night = false;
-       if (decode_light(light_source_max) >= light_night) {
+       if(decode_light(light_source_max) >= light_night) {
                light_night = decode_light(light_source_max);
                skip_ambient_occlusion_night = true;
        }
 
        if (ambient_occlusion > 4) {
-               static thread_local const float ao_gamma =
-                               rangelim(g_settings->getFloat("ambient_occlusion_gamma"),
-                                               0.25, 4.0);
+               static thread_local const float ao_gamma = rangelim(
+                       g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
 
                // Table of gamma space multiply factors.
                static thread_local const float light_amount[3] = {
-                               powf(0.75, 1.0 / ao_gamma), powf(0.5, 1.0 / ao_gamma),
-                               powf(0.25, 1.0 / ao_gamma)};
+                       powf(0.75, 1.0 / ao_gamma),
+                       powf(0.5,  1.0 / ao_gamma),
+                       powf(0.25, 1.0 / ao_gamma)
+               };
 
-               // calculate table index for gamma space multiplier
+               //calculate table index for gamma space multiplier
                ambient_occlusion -= 5;
 
                if (!skip_ambient_occlusion_day)
-                       light_day = rangelim(
-                                       core::round32(light_day *
-                                                       light_amount[ambient_occlusion]),
-                                       0, 255);
+                       light_day = rangelim(core::round32(
+                                       light_day * light_amount[ambient_occlusion]), 0, 255);
                if (!skip_ambient_occlusion_night)
-                       light_night = rangelim(
-                                       core::round32(light_night *
-                                                       light_amount[ambient_occlusion]),
-                                       0, 255);
+                       light_night = rangelim(core::round32(
+                                       light_night * light_amount[ambient_occlusion]), 0, 255);
        }
 
        return light_day | (light_night << 8);
@@ -300,8 +271,7 @@ static u16 getSmoothLightCombined(
        Both light banks.
        Node at p is solid, and thus the lighting is face-dependent.
 */
-u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner,
-               MeshMakeData *data)
+u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data)
 {
        return getSmoothLightTransparent(p + face_dir, corner - 2 * face_dir, data);
 }
@@ -313,19 +283,23 @@ u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corn
 */
 u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data)
 {
-       const std::array<v3s16, 8> dirs = {{// Always shine light
-                       v3s16(0, 0, 0), v3s16(corner.X, 0, 0), v3s16(0, corner.Y, 0),
-                       v3s16(0, 0, corner.Z),
-
-                       // Can be obstructed
-                       v3s16(corner.X, corner.Y, 0), v3s16(corner.X, 0, corner.Z),
-                       v3s16(0, corner.Y, corner.Z),
-                       v3s16(corner.X, corner.Y, corner.Z)}};
+       const std::array<v3s16,8> dirs = {{
+               // Always shine light
+               v3s16(0,0,0),
+               v3s16(corner.X,0,0),
+               v3s16(0,corner.Y,0),
+               v3s16(0,0,corner.Z),
+
+               // Can be obstructed
+               v3s16(corner.X,corner.Y,0),
+               v3s16(corner.X,0,corner.Z),
+               v3s16(0,corner.Y,corner.Z),
+               v3s16(corner.X,corner.Y,corner.Z)
+       }};
        return getSmoothLightCombined(p, dirs, data);
 }
 
-void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio)
-{
+void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){
        f32 rg = daynight_ratio / 1000.0f - 0.04f;
        f32 b = (0.98f * daynight_ratio) / 1000.0f + 0.078f;
        sunlight->r = rg;
@@ -333,15 +307,17 @@ void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio)
        sunlight->b = b;
 }
 
-void final_color_blend(video::SColor *result, u16 light, u32 daynight_ratio)
+void final_color_blend(video::SColor *result,
+               u16 light, u32 daynight_ratio)
 {
        video::SColorf dayLight;
        get_sunlight_color(&dayLight, daynight_ratio);
-       final_color_blend(result, encode_light(light, 0), dayLight);
+       final_color_blend(result,
+               encode_light(light, 0), dayLight);
 }
 
-void final_color_blend(video::SColor *result, const video::SColor &data,
-               const video::SColorf &dayLight)
+void final_color_blend(video::SColor *result,
+               const video::SColor &data, const video::SColorf &dayLight)
 {
        static const video::SColorf artificialColor(1.04f, 1.04f, 1.04f);
 
@@ -355,48 +331,16 @@ void final_color_blend(video::SColor *result, const video::SColor &data,
        // Emphase blue a bit in darker places
        // Each entry of this array represents a range of 8 blue levels
        static const u8 emphase_blue_when_dark[32] = {
-                       1,
-                       4,
-                       6,
-                       6,
-                       6,
-                       5,
-                       4,
-                       3,
-                       2,
-                       1,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
-                       0,
+               1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
+               0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
        };
 
-       b += emphase_blue_when_dark[irr::core::clamp((s32)((r + g + b) / 3 * 255), 0,
-                                                   255) /
-                                   8] /
-            255.0f;
+       b += emphase_blue_when_dark[irr::core::clamp((s32) ((r + g + b) / 3 * 255),
+               0, 255) / 8] / 255.0f;
 
-       result->setRed(core::clamp((s32)(r * 255.0f), 0, 255));
-       result->setGreen(core::clamp((s32)(g * 255.0f), 0, 255));
-       result->setBlue(core::clamp((s32)(b * 255.0f), 0, 255));
+       result->setRed(core::clamp((s32) (r * 255.0f), 0, 255));
+       result->setGreen(core::clamp((s32) (g * 255.0f), 0, 255));
+       result->setBlue(core::clamp((s32) (b * 255.0f), 0, 255));
 }
 
 /*
@@ -407,20 +351,27 @@ void final_color_blend(video::SColor *result, const video::SColor &data,
 // a mutex to initialize this table at runtime right in the hot path.
 // For details search the internet for "cxa_guard_acquire".
 static const v3s16 vertex_dirs_table[] = {
-               // ( 1, 0, 0)
-               v3s16(1, -1, 1), v3s16(1, -1, -1), v3s16(1, 1, -1), v3s16(1, 1, 1),
-               // ( 0, 1, 0)
-               v3s16(1, 1, -1), v3s16(-1, 1, -1), v3s16(-1, 1, 1), v3s16(1, 1, 1),
-               // ( 0, 0, 1)
-               v3s16(-1, -1, 1), v3s16(1, -1, 1), v3s16(1, 1, 1), v3s16(-1, 1, 1),
-               // invalid
-               v3s16(), v3s16(), v3s16(), v3s16(),
-               // ( 0, 0,-1)
-               v3s16(1, -1, -1), v3s16(-1, -1, -1), v3s16(-1, 1, -1), v3s16(1, 1, -1),
-               // ( 0,-1, 0)
-               v3s16(1, -1, 1), v3s16(-1, -1, 1), v3s16(-1, -1, -1), v3s16(1, -1, -1),
-               // (-1, 0, 0)
-               v3s16(-1, -1, -1), v3s16(-1, -1, 1), v3s16(-1, 1, 1), v3s16(-1, 1, -1)};
+       // ( 1, 0, 0)
+       v3s16( 1,-1, 1), v3s16( 1,-1,-1),
+       v3s16( 1, 1,-1), v3s16( 1, 1, 1),
+       // ( 0, 1, 0)
+       v3s16( 1, 1,-1), v3s16(-1, 1,-1),
+       v3s16(-1, 1, 1), v3s16( 1, 1, 1),
+       // ( 0, 0, 1)
+       v3s16(-1,-1, 1), v3s16( 1,-1, 1),
+       v3s16( 1, 1, 1), v3s16(-1, 1, 1),
+       // invalid
+       v3s16(), v3s16(), v3s16(), v3s16(),
+       // ( 0, 0,-1)
+       v3s16( 1,-1,-1), v3s16(-1,-1,-1),
+       v3s16(-1, 1,-1), v3s16( 1, 1,-1),
+       // ( 0,-1, 0)
+       v3s16( 1,-1, 1), v3s16(-1,-1, 1),
+       v3s16(-1,-1,-1), v3s16( 1,-1,-1),
+       // (-1, 0, 0)
+       v3s16(-1,-1,-1), v3s16(-1,-1, 1),
+       v3s16(-1, 1, 1), v3s16(-1, 1,-1)
+};
 
 /*
        vertex_dirs: v3s16[4]
@@ -443,32 +394,40 @@ static void getNodeVertexDirs(const v3s16 &dir, v3s16 *vertex_dirs)
        u8 idx = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7;
        idx = (idx - 1) * 4;
 
+#if defined(__GNUC__) && !defined(__clang__)
+#pragma GCC diagnostic push
+#if __GNUC__ > 7
+#pragma GCC diagnostic ignored "-Wclass-memaccess"
+#endif
+#endif
        memcpy(vertex_dirs, &vertex_dirs_table[idx], 4 * sizeof(v3s16));
+#if defined(__GNUC__) && !defined(__clang__)
+#pragma GCC diagnostic pop
+#endif
 }
 
-static void getNodeTextureCoords(
-               v3f base, const v3f &scale, const v3s16 &dir, float *u, float *v)
+static void getNodeTextureCoords(v3f base, const v3f &scale, const v3s16 &dir, float *u, float *v)
 {
-       if (dir.X > 0 || dir.Y > 0 || dir.Z < 0)
+       if (dir.X > 0 || dir.Y != 0 || dir.Z < 0)
                base -= scale;
-       if (dir == v3s16(0, 0, 1)) {
-               *u = -base.X - 1;
-               *v = -base.Y - 1;
-       } else if (dir == v3s16(0, 0, -1)) {
+       if (dir == v3s16(0,0,1)) {
+               *u = -base.X;
+               *v = -base.Y;
+       } else if (dir == v3s16(0,0,-1)) {
                *u = base.X + 1;
-               *v = -base.Y - 2;
-       } else if (dir == v3s16(1, 0, 0)) {
+               *v = -base.Y - 1;
+       } else if (dir == v3s16(1,0,0)) {
                *u = base.Z + 1;
-               *v = -base.Y - 2;
-       } else if (dir == v3s16(-1, 0, 0)) {
-               *u = -base.Z - 1;
                *v = -base.Y - 1;
-       } else if (dir == v3s16(0, 1, 0)) {
+       } else if (dir == v3s16(-1,0,0)) {
+               *u = -base.Z;
+               *v = -base.Y;
+       } else if (dir == v3s16(0,1,0)) {
                *u = base.X + 1;
-               *v = -base.Z - 2;
-       } else if (dir == v3s16(0, -1, 0)) {
-               *u = base.X;
-               *v = base.Z;
+               *v = -base.Z - 1;
+       } else if (dir == v3s16(0,-1,0)) {
+               *u = base.X + 1;
+               *v = base.Z + 1;
        }
 }
 
@@ -485,8 +444,7 @@ struct FastFace
 };
 
 static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
-               const v3f &tp, const v3f &p, const v3s16 &dir, const v3f &scale,
-               std::vector<FastFace> &dest)
+       const v3f &tp, const v3f &p, const v3s16 &dir, const v3f &scale, std::vector<FastFace> &dest)
 {
        // Position is at the center of the cube.
        v3f pos = p * BS;
@@ -507,51 +465,51 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
        switch (tile.rotation) {
        case 0:
                break;
-       case 1: // R90
+       case 1: //R90
                t = vertex_dirs[0];
                vertex_dirs[0] = vertex_dirs[3];
                vertex_dirs[3] = vertex_dirs[2];
                vertex_dirs[2] = vertex_dirs[1];
                vertex_dirs[1] = t;
-               t1 = li0;
+               t1  = li0;
                li0 = li3;
                li3 = li2;
                li2 = li1;
                li1 = t1;
                break;
-       case 2: // R180
+       case 2: //R180
                t = vertex_dirs[0];
                vertex_dirs[0] = vertex_dirs[2];
                vertex_dirs[2] = t;
                t = vertex_dirs[1];
                vertex_dirs[1] = vertex_dirs[3];
                vertex_dirs[3] = t;
-               t1 = li0;
+               t1  = li0;
                li0 = li2;
                li2 = t1;
-               t1 = li1;
+               t1  = li1;
                li1 = li3;
                li3 = t1;
                break;
-       case 3: // R270
+       case 3: //R270
                t = vertex_dirs[0];
                vertex_dirs[0] = vertex_dirs[1];
                vertex_dirs[1] = vertex_dirs[2];
                vertex_dirs[2] = vertex_dirs[3];
                vertex_dirs[3] = t;
-               t1 = li0;
+               t1  = li0;
                li0 = li1;
                li1 = li2;
                li2 = li3;
                li3 = t1;
                break;
-       case 4: // FXR90
+       case 4: //FXR90
                t = vertex_dirs[0];
                vertex_dirs[0] = vertex_dirs[3];
                vertex_dirs[3] = vertex_dirs[2];
                vertex_dirs[2] = vertex_dirs[1];
                vertex_dirs[1] = t;
-               t1 = li0;
+               t1  = li0;
                li0 = li3;
                li3 = li2;
                li2 = li1;
@@ -559,13 +517,13 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
                y0 += h;
                h *= -1;
                break;
-       case 5: // FXR270
+       case 5: //FXR270
                t = vertex_dirs[0];
                vertex_dirs[0] = vertex_dirs[1];
                vertex_dirs[1] = vertex_dirs[2];
                vertex_dirs[2] = vertex_dirs[3];
                vertex_dirs[3] = t;
-               t1 = li0;
+               t1  = li0;
                li0 = li1;
                li1 = li2;
                li2 = li3;
@@ -573,13 +531,13 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
                y0 += h;
                h *= -1;
                break;
-       case 6: // FYR90
+       case 6: //FYR90
                t = vertex_dirs[0];
                vertex_dirs[0] = vertex_dirs[3];
                vertex_dirs[3] = vertex_dirs[2];
                vertex_dirs[2] = vertex_dirs[1];
                vertex_dirs[1] = t;
-               t1 = li0;
+               t1  = li0;
                li0 = li3;
                li3 = li2;
                li2 = li1;
@@ -587,13 +545,13 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
                x0 += w;
                w *= -1;
                break;
-       case 7: // FYR270
+       case 7: //FYR270
                t = vertex_dirs[0];
                vertex_dirs[0] = vertex_dirs[1];
                vertex_dirs[1] = vertex_dirs[2];
                vertex_dirs[2] = vertex_dirs[3];
                vertex_dirs[3] = t;
-               t1 = li0;
+               t1  = li0;
                li0 = li1;
                li1 = li2;
                li2 = li3;
@@ -601,11 +559,11 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
                x0 += w;
                w *= -1;
                break;
-       case 8: // FX
+       case 8: //FX
                y0 += h;
                h *= -1;
                break;
-       case 9: // FY
+       case 9: //FY
                x0 += w;
                w *= -1;
                break;
@@ -614,8 +572,11 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
        }
 
        for (u16 i = 0; i < 4; i++) {
-               vertex_pos[i] = v3f(BS / 2 * vertex_dirs[i].X, BS / 2 * vertex_dirs[i].Y,
-                               BS / 2 * vertex_dirs[i].Z);
+               vertex_pos[i] = v3f(
+                               BS / 2 * vertex_dirs[i].X,
+                               BS / 2 * vertex_dirs[i].Y,
+                               BS / 2 * vertex_dirs[i].Z
+               );
        }
 
        for (v3f &vpos : vertex_pos) {
@@ -626,16 +587,13 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
        }
 
        f32 abs_scale = 1.0f;
-       if (scale.X < 0.999f || scale.X > 1.001f)
-               abs_scale = scale.X;
-       else if (scale.Y < 0.999f || scale.Y > 1.001f)
-               abs_scale = scale.Y;
-       else if (scale.Z < 0.999f || scale.Z > 1.001f)
-               abs_scale = scale.Z;
+       if      (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X;
+       else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y;
+       else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z;
 
        v3f normal(dir.X, dir.Y, dir.Z);
 
-       u16 li[4] = {li0, li1, li2, li3};
+       u16 li[4] = { li0, li1, li2, li3 };
        u16 day[4];
        u16 night[4];
 
@@ -644,16 +602,18 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
                night[i] = li[i] & 0xFF;
        }
 
-       bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2]) <
-                                   abs(day[1] - day[3]) + abs(night[1] - night[3]);
+       bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2])
+                       < abs(day[1] - day[3]) + abs(night[1] - night[3]);
 
-       v2f32 f[4] = {core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
-                       core::vector2d<f32>(x0, y0 + h), core::vector2d<f32>(x0, y0),
-                       core::vector2d<f32>(x0 + w * abs_scale, y0)};
+       v2f32 f[4] = {
+               core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
+               core::vector2d<f32>(x0, y0 + h),
+               core::vector2d<f32>(x0, y0),
+               core::vector2d<f32>(x0 + w * abs_scale, y0) };
 
        // equivalent to dest.push_back(FastFace()) but faster
        dest.emplace_back();
-       FastFace &face = *dest.rbegin();
+       FastFaceface = *dest.rbegin();
 
        for (u8 i = 0; i < 4; i++) {
                video::SColor c = encode_light(li[i], tile.emissive_light);
@@ -682,8 +642,8 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
 
        TODO: Add 3: Both faces drawn with backface culling, remove equivalent
 */
-static u8 face_contents(
-               content_t m1, content_t m2, bool *equivalent, const NodeDefManager *ndef)
+static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
+       const NodeDefManager *ndef)
 {
        *equivalent = false;
 
@@ -700,6 +660,7 @@ static u8 face_contents(
        u8 c1 = f1.solidness;
        u8 c2 = f2.solidness;
 
+
        if (c1 == c2)
                return 0;
 
@@ -708,6 +669,7 @@ static u8 face_contents(
        else if (c2 == 0)
                c2 = f2.visual_solidness;
 
+
        if (c1 == c2) {
                *equivalent = true;
                // If same solidness, liquid takes precense
@@ -726,8 +688,7 @@ static u8 face_contents(
 /*
        Gets nth node tile (0 <= n <= 5).
 */
-void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data,
-               TileSpec &tile)
+void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile)
 {
        const NodeDefManager *ndef = data->m_client->ndef();
        const ContentFeatures &f = ndef->get(mn);
@@ -747,8 +708,7 @@ void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data,
 /*
        Gets node tile given a face direction.
 */
-void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data,
-               TileSpec &tile)
+void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile)
 {
        const NodeDefManager *ndef = data->m_client->ndef();
 
@@ -770,43 +730,38 @@ void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *dat
        // Get rotation for things like chests
        u8 facedir = mn.getFaceDir(ndef, true);
 
-       static const u16 dir_to_tile[24 * 16] = {// 0     +X    +Y    +Z           -Z -Y
-                                                // -X   ->   value=tile,rotation
-                       0, 0, 2, 0, 0, 0, 4, 0, 0, 0, 5, 0, 1, 0, 3,
-                       0, // rotate around y+ 0 - 3
-                       0, 0, 4, 0, 0, 3, 3, 0, 0, 0, 2, 0, 1, 1, 5, 0, 0, 0, 3, 0, 0, 2,
-                       5, 0, 0, 0, 4, 0, 1, 2, 2, 0, 0, 0, 5, 0, 0, 1, 2, 0, 0, 0, 3, 0,
-                       1, 3, 4, 0,
-
-                       0, 0, 2, 3, 5, 0, 0, 2, 0, 0, 1, 0, 4, 2, 3,
-                       1, // rotate around z+ 4 - 7
-                       0, 0, 4, 3, 2, 0, 0, 1, 0, 0, 1, 1, 3, 2, 5, 1, 0, 0, 3, 3, 4, 0,
-                       0, 0, 0, 0, 1, 2, 5, 2, 2, 1, 0, 0, 5, 3, 3, 0, 0, 3, 0, 0, 1, 3,
-                       2, 2, 4, 1,
-
-                       0, 0, 2, 1, 4, 2, 1, 2, 0, 0, 0, 0, 5, 0, 3,
-                       3, // rotate around z- 8 - 11
-                       0, 0, 4, 1, 3, 2, 1, 3, 0, 0, 0, 3, 2, 0, 5, 3, 0, 0, 3, 1, 5, 2,
-                       1, 0, 0, 0, 0, 2, 4, 0, 2, 3, 0, 0, 5, 1, 2, 2, 1, 1, 0, 0, 0, 1,
-                       3, 0, 4, 3,
-
-                       0, 0, 0, 3, 3, 3, 4, 1, 0, 0, 5, 3, 2, 3, 1,
-                       3, // rotate around x+ 12 - 15
-                       0, 0, 0, 2, 5, 3, 3, 1, 0, 0, 2, 3, 4, 3, 1, 0, 0, 0, 0, 1, 2, 3,
-                       5, 1, 0, 0, 4, 3, 3, 3, 1, 1, 0, 0, 0, 0, 4, 3, 2, 1, 0, 0, 3, 3,
-                       5, 3, 1, 2,
-
-                       0, 0, 1, 1, 2, 1, 4, 3, 0, 0, 5, 1, 3, 1, 0,
-                       1, // rotate around x- 16 - 19
-                       0, 0, 1, 2, 4, 1, 3, 3, 0, 0, 2, 1, 5, 1, 0, 0, 0, 0, 1, 3, 3, 1,
-                       5, 3, 0, 0, 4, 1, 2, 1, 0, 3, 0, 0, 1, 0, 5, 1, 2, 3, 0, 0, 3, 1,
-                       4, 1, 0, 2,
-
-                       0, 0, 3, 2, 1, 2, 4, 2, 0, 0, 5, 2, 0, 2, 2,
-                       2, // rotate around y- 20 - 23
-                       0, 0, 5, 2, 1, 3, 3, 2, 0, 0, 2, 2, 0, 1, 4, 2, 0, 0, 2, 2, 1, 0,
-                       5, 2, 0, 0, 4, 2, 0, 0, 3, 2, 0, 0, 4, 2, 1, 1, 2, 2, 0, 0, 3, 2,
-                       0, 3, 5, 2
+       static const u16 dir_to_tile[24 * 16] =
+       {
+               // 0     +X    +Y    +Z           -Z    -Y    -X   ->   value=tile,rotation
+                  0,0,  2,0 , 0,0 , 4,0 ,  0,0,  5,0 , 1,0 , 3,0 ,  // rotate around y+ 0 - 3
+                  0,0,  4,0 , 0,3 , 3,0 ,  0,0,  2,0 , 1,1 , 5,0 ,
+                  0,0,  3,0 , 0,2 , 5,0 ,  0,0,  4,0 , 1,2 , 2,0 ,
+                  0,0,  5,0 , 0,1 , 2,0 ,  0,0,  3,0 , 1,3 , 4,0 ,
+
+                  0,0,  2,3 , 5,0 , 0,2 ,  0,0,  1,0 , 4,2 , 3,1 ,  // rotate around z+ 4 - 7
+                  0,0,  4,3 , 2,0 , 0,1 ,  0,0,  1,1 , 3,2 , 5,1 ,
+                  0,0,  3,3 , 4,0 , 0,0 ,  0,0,  1,2 , 5,2 , 2,1 ,
+                  0,0,  5,3 , 3,0 , 0,3 ,  0,0,  1,3 , 2,2 , 4,1 ,
+
+                  0,0,  2,1 , 4,2 , 1,2 ,  0,0,  0,0 , 5,0 , 3,3 ,  // rotate around z- 8 - 11
+                  0,0,  4,1 , 3,2 , 1,3 ,  0,0,  0,3 , 2,0 , 5,3 ,
+                  0,0,  3,1 , 5,2 , 1,0 ,  0,0,  0,2 , 4,0 , 2,3 ,
+                  0,0,  5,1 , 2,2 , 1,1 ,  0,0,  0,1 , 3,0 , 4,3 ,
+
+                  0,0,  0,3 , 3,3 , 4,1 ,  0,0,  5,3 , 2,3 , 1,3 ,  // rotate around x+ 12 - 15
+                  0,0,  0,2 , 5,3 , 3,1 ,  0,0,  2,3 , 4,3 , 1,0 ,
+                  0,0,  0,1 , 2,3 , 5,1 ,  0,0,  4,3 , 3,3 , 1,1 ,
+                  0,0,  0,0 , 4,3 , 2,1 ,  0,0,  3,3 , 5,3 , 1,2 ,
+
+                  0,0,  1,1 , 2,1 , 4,3 ,  0,0,  5,1 , 3,1 , 0,1 ,  // rotate around x- 16 - 19
+                  0,0,  1,2 , 4,1 , 3,3 ,  0,0,  2,1 , 5,1 , 0,0 ,
+                  0,0,  1,3 , 3,1 , 5,3 ,  0,0,  4,1 , 2,1 , 0,3 ,
+                  0,0,  1,0 , 5,1 , 2,3 ,  0,0,  3,1 , 4,1 , 0,2 ,
+
+                  0,0,  3,2 , 1,2 , 4,2 ,  0,0,  5,2 , 0,2 , 2,2 ,  // rotate around y- 20 - 23
+                  0,0,  5,2 , 1,3 , 3,2 ,  0,0,  2,2 , 0,1 , 4,2 ,
+                  0,0,  2,2 , 1,0 , 5,2 ,  0,0,  4,2 , 0,0 , 3,2 ,
+                  0,0,  4,2 , 1,1 , 2,2 ,  0,0,  3,2 , 0,3 , 5,2
 
        };
        u16 tile_index = facedir * 16 + dir_i;
@@ -821,7 +776,7 @@ std::set<content_t> splitToContentT(std::string str, const NodeDefManager *ndef)
        std::string buf;
        for (char c : str) {
                if (c == ',' || c == '\n') {
-                       if (!buf.empty()) {
+                       if (! buf.empty()) {
                                dat.insert(ndef->getId(buf));
                        }
                        buf.clear();
@@ -834,10 +789,18 @@ std::set<content_t> splitToContentT(std::string str, const NodeDefManager *ndef)
 
 static void getTileInfo(
                // Input:
-               MeshMakeData *data, const v3s16 &p, const v3s16 &face_dir,
+               MeshMakeData *data,
+               const v3s16 &p,
+               const v3s16 &face_dir,
                // Output:
-               bool &makes_face, v3s16 &p_corrected, v3s16 &face_dir_corrected,
-               u16 *lights, u8 &waving, TileSpec &tile, bool xray,
+               bool &makes_face,
+               v3s16 &p_corrected,
+               v3s16 &face_dir_corrected,
+               u16 *lights,
+               u8 &waving,
+               TileSpec &tile,
+               // lol more Input
+               bool xray,
                std::set<content_t> xraySet)
 {
        VoxelManipulator &vmanip = data->m_vmanip;
@@ -849,15 +812,13 @@ static void getTileInfo(
        content_t c0 = n0.getContent();
        if (xray && xraySet.find(c0) != xraySet.end())
                c0 = CONTENT_AIR;
-
        // Don't even try to get n1 if n0 is already CONTENT_IGNORE
        if (c0 == CONTENT_IGNORE) {
                makes_face = false;
                return;
        }
 
-       const MapNode &n1 =
-                       vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir);
+       const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir);
 
        content_t c1 = n1.getContent();
        if (xray && xraySet.find(c1) != xraySet.end())
@@ -870,7 +831,8 @@ static void getTileInfo(
 
        // This is hackish
        bool equivalent = false;
-       u8 mf = face_contents(c0, c1, &equivalent, ndef);
+       u8 mf = face_contents(c0, c1,
+                       &equivalent, ndef);
 
        if (mf == 0) {
                makes_face = false;
@@ -910,8 +872,7 @@ static void getTileInfo(
 
                v3s16 light_p = blockpos_nodes + p_corrected;
                for (u16 i = 0; i < 4; i++)
-                       lights[i] = getSmoothLightSolid(light_p, face_dir_corrected,
-                                       vertex_dirs[i], data);
+                       lights[i] = getSmoothLightSolid(light_p, face_dir_corrected, vertex_dirs[i], data);
        }
 }
 
@@ -920,13 +881,22 @@ static void getTileInfo(
        translate_dir: unit vector with only one of x, y or z
        face_dir: unit vector with only one of x, y or z
 */
-static void updateFastFaceRow(MeshMakeData *data, const v3s16 &&startpos,
-               v3s16 translate_dir, const v3f &&translate_dir_f, const v3s16 &&face_dir,
-               std::vector<FastFace> &dest, bool xray, std::set<content_t> xraySet)
+static void updateFastFaceRow(
+               MeshMakeData *data,
+               const v3s16 &&startpos,
+               v3s16 translate_dir,
+               const v3f &&translate_dir_f,
+               const v3s16 &&face_dir,
+               std::vector<FastFace> &dest,
+               bool xray,
+               std::set<content_t> xraySet)
 {
        static thread_local const bool waving_liquids =
-                       g_settings->getBool("enable_shaders") &&
-                       g_settings->getBool("enable_waving_water");
+               g_settings->getBool("enable_shaders") &&
+               g_settings->getBool("enable_waving_water");
+
+       static thread_local const bool force_not_tiling =
+                       g_settings->getBool("enable_dynamic_shadows");
 
        v3s16 p = startpos;
 
@@ -940,7 +910,8 @@ static void updateFastFaceRow(MeshMakeData *data, const v3s16 &&startpos,
        TileSpec tile;
 
        // Get info of first tile
-       getTileInfo(data, p, face_dir, makes_face, p_corrected, face_dir_corrected,
+       getTileInfo(data, p, face_dir,
+                       makes_face, p_corrected, face_dir_corrected,
                        lights, waving, tile, xray, xraySet);
 
        // Unroll this variable which has a significant build cost
@@ -959,17 +930,22 @@ static void updateFastFaceRow(MeshMakeData *data, const v3s16 &&startpos,
                if (j != MAP_BLOCKSIZE - 1) {
                        p += translate_dir;
 
-                       getTileInfo(data, p, face_dir, next_makes_face, next_p_corrected,
-                                       next_face_dir_corrected, next_lights, waving,
-                                       next_tile, xray, xraySet);
-
-                       if (next_makes_face == makes_face &&
-                                       next_p_corrected == p_corrected + translate_dir &&
-                                       next_face_dir_corrected == face_dir_corrected &&
-                                       memcmp(next_lights, lights, sizeof(lights)) == 0
+                       getTileInfo(data, p, face_dir,
+                                       next_makes_face, next_p_corrected,
+                                       next_face_dir_corrected, next_lights,
+                                       waving,
+                                       next_tile,
+                                       xray,
+                                       xraySet);
+
+                       if (!force_not_tiling
+                                       && next_makes_face == makes_face
+                                       && next_p_corrected == p_corrected + translate_dir
+                                       && next_face_dir_corrected == face_dir_corrected
+                                       && memcmp(next_lights, lights, sizeof(lights)) == 0
                                        // Don't apply fast faces to waving water.
-                                       && (waving != 3 || !waving_liquids) &&
-                                       next_tile.isTileable(tile)) {
+                                       && (waving != 3 || !waving_liquids)
+                                       && next_tile.isTileable(tile)) {
                                next_is_different = false;
                                continuous_tiles_count++;
                        }
@@ -982,9 +958,8 @@ static void updateFastFaceRow(MeshMakeData *data, const v3s16 &&startpos,
                                // Floating point conversion of the position vector
                                v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
                                // Center point of face (kind of)
-                               v3f sp = pf -
-                                        ((f32)continuous_tiles_count * 0.5f - 0.5f) *
-                                                        translate_dir_f;
+                               v3f sp = pf - ((f32)continuous_tiles_count * 0.5f - 0.5f)
+                                       * translate_dir_f;
                                v3f scale(1, 1, 1);
 
                                if (translate_dir.X != 0)
@@ -994,11 +969,9 @@ static void updateFastFaceRow(MeshMakeData *data, const v3s16 &&startpos,
                                if (translate_dir.Z != 0)
                                        scale.Z = continuous_tiles_count;
 
-                               makeFastFace(tile, lights[0], lights[1], lights[2],
-                                               lights[3], pf, sp, face_dir_corrected,
-                                               scale, dest);
-                               g_profiler->avg("Meshgen: Tiles per face [#]",
-                                               continuous_tiles_count);
+                               makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
+                                               pf, sp, face_dir_corrected, scale, dest);
+                               g_profiler->avg("Meshgen: Tiles per face [#]", continuous_tiles_count);
                        }
 
                        continuous_tiles_count = 1;
@@ -1013,35 +986,50 @@ static void updateFastFaceRow(MeshMakeData *data, const v3s16 &&startpos,
        }
 }
 
-static void updateAllFastFaceRows(MeshMakeData *data, std::vector<FastFace> &dest,
-               bool xray, std::set<content_t> xraySet)
+static void updateAllFastFaceRows(MeshMakeData *data,
+               std::vector<FastFace> &dest, bool xray, std::set<content_t> xraySet)
 {
        /*
                Go through every y,z and get top(y+) faces in rows of x+
        */
        for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
-               for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
-                       updateFastFaceRow(data, v3s16(0, y, z), v3s16(1, 0, 0), // dir
-                                       v3f(1, 0, 0), v3s16(0, 1, 0), // face dir
-                                       dest, xray, xraySet);
+       for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+               updateFastFaceRow(data,
+                               v3s16(0, y, z),
+                               v3s16(1, 0, 0), //dir
+                               v3f  (1, 0, 0),
+                               v3s16(0, 1, 0), //face dir
+                               dest,
+                               xray,
+                               xraySet);
 
        /*
                Go through every x,y and get right(x+) faces in rows of z+
        */
        for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
-               for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
-                       updateFastFaceRow(data, v3s16(x, y, 0), v3s16(0, 0, 1), // dir
-                                       v3f(0, 0, 1), v3s16(1, 0, 0), // face dir
-                                       dest, xray, xraySet);
+       for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
+               updateFastFaceRow(data,
+                               v3s16(x, y, 0),
+                               v3s16(0, 0, 1), //dir
+                               v3f  (0, 0, 1),
+                               v3s16(1, 0, 0), //face dir
+                               dest,
+                               xray,
+                               xraySet);
 
        /*
                Go through every y,z and get back(z+) faces in rows of x+
        */
        for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
-               for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
-                       updateFastFaceRow(data, v3s16(0, y, z), v3s16(1, 0, 0), // dir
-                                       v3f(1, 0, 0), v3s16(0, 0, 1), // face dir
-                                       dest, xray, xraySet);
+       for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
+               updateFastFaceRow(data,
+                               v3s16(0, y, z),
+                               v3s16(1, 0, 0), //dir
+                               v3f  (1, 0, 0),
+                               v3s16(0, 0, 1), //face dir
+                               dest,
+                               xray,
+                               xraySet);
 }
 
 static void applyTileColor(PreMeshBuffer &pmb)
@@ -1051,37 +1039,206 @@ static void applyTileColor(PreMeshBuffer &pmb)
                return;
        for (video::S3DVertex &vertex : pmb.vertices) {
                video::SColor *c = &vertex.Color;
-               c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
-                               c->getGreen() * tc.getGreen() / 255,
-                               c->getBlue() * tc.getBlue() / 255);
+               c->set(c->getAlpha(),
+                       c->getRed() * tc.getRed() / 255,
+                       c->getGreen() * tc.getGreen() / 255,
+                       c->getBlue() * tc.getBlue() / 255);
+       }
+}
+
+/*
+       MapBlockBspTree
+*/
+
+void MapBlockBspTree::buildTree(const std::vector<MeshTriangle> *triangles)
+{
+       this->triangles = triangles;
+
+       nodes.clear();
+
+       // assert that triangle index can fit into s32
+       assert(triangles->size() <= 0x7FFFFFFFL);
+       std::vector<s32> indexes;
+       indexes.reserve(triangles->size());
+       for (u32 i = 0; i < triangles->size(); i++)
+               indexes.push_back(i);
+
+       root = buildTree(v3f(1, 0, 0), v3f(85, 85, 85), 40, indexes, 0);
+}
+
+/**
+ * @brief Find a candidate plane to split a set of triangles in two
+ * 
+ * The candidate plane is represented by one of the triangles from the set.
+ * 
+ * @param list Vector of indexes of the triangles in the set
+ * @param triangles Vector of all triangles in the BSP tree
+ * @return Address of the triangle that represents the proposed split plane
+ */
+static const MeshTriangle *findSplitCandidate(const std::vector<s32> &list, const std::vector<MeshTriangle> &triangles)
+{
+       // find the center of the cluster.
+       v3f center(0, 0, 0);
+       size_t n = list.size();
+       for (s32 i : list) {
+               center += triangles[i].centroid / n;
+       }
+
+       // find the triangle with the largest area and closest to the center
+       const MeshTriangle *candidate_triangle = &triangles[list[0]];
+       const MeshTriangle *ith_triangle;
+       for (s32 i : list) {
+               ith_triangle = &triangles[i];
+               if (ith_triangle->areaSQ > candidate_triangle->areaSQ ||
+                               (ith_triangle->areaSQ == candidate_triangle->areaSQ &&
+                               ith_triangle->centroid.getDistanceFromSQ(center) < candidate_triangle->centroid.getDistanceFromSQ(center))) {
+                       candidate_triangle = ith_triangle;
+               }
+       }
+       return candidate_triangle;
+}
+
+s32 MapBlockBspTree::buildTree(v3f normal, v3f origin, float delta, const std::vector<s32> &list, u32 depth)
+{
+       // if the list is empty, don't bother
+       if (list.empty())
+               return -1;
+
+       // if there is only one triangle, or the delta is insanely small, this is a leaf node
+       if (list.size() == 1 || delta < 0.01) {
+               nodes.emplace_back(normal, origin, list, -1, -1);
+               return nodes.size() - 1;
+       }
+
+       std::vector<s32> front_list;
+       std::vector<s32> back_list;
+       std::vector<s32> node_list;
+
+       // split the list
+       for (s32 i : list) {
+               const MeshTriangle &triangle = (*triangles)[i];
+               float factor = normal.dotProduct(triangle.centroid - origin);
+               if (factor == 0)
+                       node_list.push_back(i);
+               else if (factor > 0)
+                       front_list.push_back(i);
+               else
+                       back_list.push_back(i);
+       }
+
+       // define the new split-plane
+       v3f candidate_normal(normal.Z, normal.X, normal.Y);
+       float candidate_delta = delta;
+       if (depth % 3 == 2)
+               candidate_delta /= 2;
+
+       s32 front_index = -1;
+       s32 back_index = -1;
+
+       if (!front_list.empty()) {
+               v3f next_normal = candidate_normal;
+               v3f next_origin = origin + delta * normal;
+               float next_delta = candidate_delta;
+               if (next_delta < 10) {
+                       const MeshTriangle *candidate = findSplitCandidate(front_list, *triangles);
+                       next_normal = candidate->getNormal();
+                       next_origin = candidate->centroid;
+               }
+               front_index = buildTree(next_normal, next_origin, next_delta, front_list, depth + 1);
+
+               // if there are no other triangles, don't create a new node
+               if (back_list.empty() && node_list.empty())
+                       return front_index;
+       }
+
+       if (!back_list.empty()) {
+               v3f next_normal = candidate_normal;
+               v3f next_origin = origin - delta * normal;
+               float next_delta = candidate_delta;
+               if (next_delta < 10) {
+                       const MeshTriangle *candidate = findSplitCandidate(back_list, *triangles);
+                       next_normal = candidate->getNormal();
+                       next_origin = candidate->centroid;
+               }
+
+               back_index = buildTree(next_normal, next_origin, next_delta, back_list, depth + 1);
+
+               // if there are no other triangles, don't create a new node
+               if (front_list.empty() && node_list.empty())
+                       return back_index;
        }
+
+       nodes.emplace_back(normal, origin, node_list, front_index, back_index);
+
+       return nodes.size() - 1;
+}
+
+void MapBlockBspTree::traverse(s32 node, v3f viewpoint, std::vector<s32> &output) const
+{
+       if (node < 0) return; // recursion break;
+
+       const TreeNode &n = nodes[node];
+       float factor = n.normal.dotProduct(viewpoint - n.origin);
+
+       if (factor > 0)
+               traverse(n.back_ref, viewpoint, output);
+       else
+               traverse(n.front_ref, viewpoint, output);
+
+       if (factor != 0)
+               for (s32 i : n.triangle_refs)
+                       output.push_back(i);
+
+       if (factor > 0)
+               traverse(n.front_ref, viewpoint, output);
+       else
+               traverse(n.back_ref, viewpoint, output);
+}
+
+
+
+/*
+       PartialMeshBuffer
+*/
+
+void PartialMeshBuffer::beforeDraw() const
+{
+       // Patch the indexes in the mesh buffer before draw
+
+       m_buffer->Indices.clear();
+       if (!m_vertex_indexes.empty()) {
+               for (auto index : m_vertex_indexes)
+                       m_buffer->Indices.push_back(index);
+       }
+       m_buffer->setDirty(scene::EBT_INDEX);
 }
 
 /*
        MapBlockMesh
 */
 
-MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset) :
-               m_minimap_mapblock(NULL), m_tsrc(data->m_client->getTextureSource()),
-               m_shdrsrc(data->m_client->getShaderSource()),
-               m_animation_force_timer(0), // force initial animation
-               m_last_crack(-1), m_last_daynight_ratio((u32)-1)
+MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
+       m_minimap_mapblock(NULL),
+       m_tsrc(data->m_client->getTextureSource()),
+       m_shdrsrc(data->m_client->getShaderSource()),
+       m_animation_force_timer(0), // force initial animation
+       m_last_crack(-1),
+       m_last_daynight_ratio((u32) -1)
 {
        for (auto &m : m_mesh)
                m = new scene::SMesh();
        m_enable_shaders = data->m_use_shaders;
-       m_use_tangent_vertices = data->m_use_tangent_vertices;
        m_enable_vbo = g_settings->getBool("enable_vbo");
 
-       if (g_settings->getBool("enable_minimap")) {
+       if (data->m_client->getMinimap()) {
                m_minimap_mapblock = new MinimapMapblock;
                m_minimap_mapblock->getMinimapNodes(
-                               &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
+                       &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
        }
 
        // 4-21ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
        // 24-155ms for MAP_BLOCKSIZE=32  (NOTE: probably outdated)
-       // TimeTaker timer1("MapBlockMesh()");
+       //TimeTaker timer1("MapBlockMesh()");
 
        std::vector<FastFace> fastfaces_new;
        fastfaces_new.reserve(512);
@@ -1089,10 +1246,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset) :
                X-Ray
        */
        bool xray = g_settings->getBool("xray");
-       std::set<content_t> xraySet;
+       std::set<content_t> xraySet, nodeESPSet;
        if (xray)
-               xraySet = splitToContentT(
-                               g_settings->get("xray_nodes"), data->m_client->ndef());
+               xraySet = splitToContentT(g_settings->get("xray_nodes"), data->m_client->ndef());
+
+       nodeESPSet = splitToContentT(g_settings->get("node_esp_nodes"), data->m_client->ndef());
 
        /*
                We are including the faces of the trailing edges of the block.
@@ -1103,11 +1261,28 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset) :
        */
        {
                // 4-23ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
-               // TimeTaker timer2("updateAllFastFaceRows()");
+               //TimeTaker timer2("updateAllFastFaceRows()");
                updateAllFastFaceRows(data, fastfaces_new, xray, xraySet);
        }
        // End of slow part
 
+       /*
+               NodeESP
+       */
+       {
+               v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
+               for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+                       for (s16 y = 0; y < MAP_BLOCKSIZE; y++) {
+                               for (s16 z = 0; z < MAP_BLOCKSIZE; z++) {
+                                       v3s16 pos = v3s16(x, y, z) + blockpos_nodes;
+                                       const MapNode &node = data->m_vmanip.getNodeRefUnsafeCheckFlags(pos);
+                                       if (nodeESPSet.find(node.getContent()) != nodeESPSet.end())
+                                               esp_nodes.insert(pos);
+                               }
+                       }
+               }
+       }
+
        /*
                Convert FastFaces to MeshCollector
        */
@@ -1117,13 +1292,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset) :
        {
                // avg 0ms (100ms spikes when loading textures the first time)
                // (NOTE: probably outdated)
-               // TimeTaker timer2("MeshCollector building");
+               //TimeTaker timer2("MeshCollector building");
 
                for (const FastFace &f : fastfaces_new) {
                        static const u16 indices[] = {0, 1, 2, 2, 3, 0};
                        static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
-                       const u16 *indices_p = f.vertex_0_2_connected ? indices
-                                                                     : indices_alternate;
+                       const u16 *indices_p =
+                               f.vertex_0_2_connected ? indices : indices_alternate;
                        collector.append(f.tile, f.vertices, 4, indices_p, 6);
                }
        }
@@ -1137,16 +1312,20 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset) :
        */
 
        {
-               MapblockMeshGenerator generator(data, &collector);
-               generator.generate();
+               MapblockMeshGenerator(data, &collector,
+                       data->m_client->getSceneManager()->getMeshManipulator()).generate();
        }
 
        /*
                Convert MeshCollector to SMesh
        */
 
+       const bool desync_animations = g_settings->getBool(
+               "desynchronize_mapblock_texture_animation");
+
        for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
-               for (u32 i = 0; i < collector.prebuffers[layer].size(); i++) {
+               for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
+               {
                        PreMeshBuffer &p = collector.prebuffers[layer][i];
 
                        applyTileColor(p);
@@ -1156,10 +1335,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset) :
                        if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
                                // Find the texture name plus ^[crack:N:
                                std::ostringstream os(std::ios::binary);
-                               os << m_tsrc->getTextureName(p.layer.texture_id)
-                                  << "^[crack";
+                               os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack";
                                if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
-                                       os << "o"; // use ^[cracko
+                                       os << "o";  // use ^[cracko
                                u8 tiles = p.layer.scale;
                                if (tiles > 1)
                                        os << ":" << (u32)tiles;
@@ -1168,27 +1346,24 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset) :
                                                std::pair<u8, u32>(layer, i), os.str()));
                                // Replace tile texture with the cracked one
                                p.layer.texture = m_tsrc->getTextureForMesh(
-                                               os.str() + "0", &p.layer.texture_id);
+                                               os.str() + "0",
+                                               &p.layer.texture_id);
                        }
                        // - Texture animation
                        if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
                                // Add to MapBlockMesh in order to animate these tiles
-                               m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
-                               m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
-                               if (g_settings->getBool("desynchronize_mapblock_texture_"
-                                                       "animation")) {
+                               auto &info = m_animation_info[{layer, i}];
+                               info.tile = p.layer;
+                               info.frame = 0;
+                               if (desync_animations) {
                                        // Get starting position from noise
-                                       m_animation_frame_offsets[std::pair<u8, u32>(
-                                                       layer, i)] =
-                                                       100000 *
-                                                       (2.0 + noise3d(data->m_blockpos.X,
-                                                                              data->m_blockpos.Y,
-                                                                              data->m_blockpos.Z,
-                                                                              0));
+                                       info.frame_offset =
+                                                       100000 * (2.0 + noise3d(
+                                                       data->m_blockpos.X, data->m_blockpos.Y,
+                                                       data->m_blockpos.Z, 0));
                                } else {
                                        // Play all synchronized
-                                       m_animation_frame_offsets[std::pair<u8, u32>(
-                                                       layer, i)] = 0;
+                                       info.frame_offset = 0;
                                }
                                // Replace tile texture with the first animation frame
                                p.layer.texture = (*p.layer.frames)[0].texture;
@@ -1199,23 +1374,23 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset) :
                                // Dummy sunlight to handle non-sunlit areas
                                video::SColorf sunlight;
                                get_sunlight_color(&sunlight, 0);
-                               u32 vertex_count = p.vertices.size();
+
+                               std::map<u32, video::SColor> colors;
+                               const u32 vertex_count = p.vertices.size();
                                for (u32 j = 0; j < vertex_count; j++) {
                                        video::SColor *vc = &p.vertices[j].Color;
                                        video::SColor copy = *vc;
-                                       if (vc->getAlpha() == 0) // No sunlight - no need
-                                                                // to animate
-                                               final_color_blend(vc, copy,
-                                                               sunlight); // Finalize
-                                                                          // color
+                                       if (vc->getAlpha() == 0) // No sunlight - no need to animate
+                                               final_color_blend(vc, copy, sunlight); // Finalize color
                                        else // Record color to animate
-                                               m_daynight_diffs[std::pair<u8, u32>(
-                                                               layer, i)][j] = copy;
+                                               colors[j] = copy;
 
                                        // The sunlight ratio has been stored,
                                        // delete alpha (for the final rendering).
                                        vc->setAlpha(255);
                                }
+                               if (!colors.empty())
+                                       m_daynight_diffs[{layer, i}] = std::move(colors);
                        }
 
                        // Create material
@@ -1227,9 +1402,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset) :
                        material.setTexture(0, p.layer.texture);
 
                        if (m_enable_shaders) {
-                               material.MaterialType =
-                                               m_shdrsrc->getShaderInfo(p.layer.shader_id)
-                                                               .material;
+                               material.MaterialType = m_shdrsrc->getShaderInfo(
+                                               p.layer.shader_id).material;
                                p.layer.applyMaterialOptionsWithShaders(material);
                                if (p.layer.normal_texture)
                                        material.setTexture(1, p.layer.normal_texture);
@@ -1240,84 +1414,72 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset) :
 
                        scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
 
-                       // Create meshbuffer, add to mesh
-                       if (m_use_tangent_vertices) {
-                               scene::SMeshBufferTangents *buf =
-                                               new scene::SMeshBufferTangents();
-                               buf->Material = material;
-                               buf->Vertices.reallocate(p.vertices.size());
-                               buf->Indices.reallocate(p.indices.size());
-                               for (const video::S3DVertex &v : p.vertices)
-                                       buf->Vertices.push_back(video::S3DVertexTangents(
-                                                       v.Pos, v.Color, v.TCoords));
-                               for (u16 i : p.indices)
-                                       buf->Indices.push_back(i);
-                               buf->recalculateBoundingBox();
-                               mesh->addMeshBuffer(buf);
-                               buf->drop();
-                       } else {
-                               scene::SMeshBuffer *buf = new scene::SMeshBuffer();
-                               buf->Material = material;
+                       scene::SMeshBuffer *buf = new scene::SMeshBuffer();
+                       buf->Material = material;
+                       switch (p.layer.material_type) {
+                       // list of transparent materials taken from tile.h
+                       case TILE_MATERIAL_ALPHA:
+                       case TILE_MATERIAL_LIQUID_TRANSPARENT:
+                       case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
+                               {
+                                       buf->append(&p.vertices[0], p.vertices.size(),
+                                               &p.indices[0], 0);
+
+                                       MeshTriangle t;
+                                       t.buffer = buf;
+                                       for (u32 i = 0; i < p.indices.size(); i += 3) {
+                                               t.p1 = p.indices[i];
+                                               t.p2 = p.indices[i + 1];
+                                               t.p3 = p.indices[i + 2];
+                                               t.updateAttributes();
+                                               m_transparent_triangles.push_back(t);
+                                       }
+                               }
+                               break;
+                       default:
                                buf->append(&p.vertices[0], p.vertices.size(),
-                                               &p.indices[0], p.indices.size());
-                               mesh->addMeshBuffer(buf);
-                               buf->drop();
+                                       &p.indices[0], p.indices.size());
+                               break;
                        }
-               }
-
-               /*
-                       Do some stuff to the mesh
-               */
-               m_camera_offset = camera_offset;
-               translateMesh(m_mesh[layer],
-                               intToFloat(data->m_blockpos * MAP_BLOCKSIZE -
-                                                               camera_offset,
-                                               BS));
-
-               if (m_use_tangent_vertices) {
-                       scene::IMeshManipulator *meshmanip =
-                                       RenderingEngine::get_scene_manager()
-                                                       ->getMeshManipulator();
-                       meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
+                       mesh->addMeshBuffer(buf);
+                       buf->drop();
                }
 
                if (m_mesh[layer]) {
-#if 0
-                       // Usually 1-700 faces and 1-7 materials
-                       std::cout << "Updated MapBlock has " << fastfaces_new.size()
-                                       << " faces and uses " << m_mesh[layer]->getMeshBufferCount()
-                                       << " materials (meshbuffers)" << std::endl;
-#endif
-
                        // Use VBO for mesh (this just would set this for ever buffer)
                        if (m_enable_vbo)
                                m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
                }
        }
 
-       // std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
+       //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
+       m_bsp_tree.buildTree(&m_transparent_triangles);
 
        // Check if animation is required for this mesh
-       m_has_animation = !m_crack_materials.empty() || !m_daynight_diffs.empty() ||
-                         !m_animation_tiles.empty();
+       m_has_animation =
+               !m_crack_materials.empty() ||
+               !m_daynight_diffs.empty() ||
+               !m_animation_info.empty();
 }
 
 MapBlockMesh::~MapBlockMesh()
 {
        for (scene::IMesh *m : m_mesh) {
-               if (m_enable_vbo && m)
+#if IRRLICHT_VERSION_MT_REVISION < 5
+               if (m_enable_vbo) {
                        for (u32 i = 0; i < m->getMeshBufferCount(); i++) {
                                scene::IMeshBuffer *buf = m->getMeshBuffer(i);
-                               RenderingEngine::get_video_driver()->removeHardwareBuffer(
-                                               buf);
+                               RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
                        }
+               }
+#endif
                m->drop();
-               m = NULL;
        }
        delete m_minimap_mapblock;
 }
 
-bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
+bool MapBlockMesh::animate(bool faraway, float time, int crack,
+       u32 daynight_ratio)
 {
        if (!m_has_animation) {
                m_animation_force_timer = 100000;
@@ -1329,28 +1491,24 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        // Cracks
        if (crack != m_last_crack) {
                for (auto &crack_material : m_crack_materials) {
-                       scene::IMeshBuffer *buf =
-                                       m_mesh[crack_material.first.first]->getMeshBuffer(
-                                                       crack_material.first.second);
-                       std::string basename = crack_material.second;
+                       scene::IMeshBuffer *buf = m_mesh[crack_material.first.first]->
+                               getMeshBuffer(crack_material.first.second);
 
                        // Create new texture name from original
-                       std::ostringstream os;
-                       os << basename << crack;
+                       std::string s = crack_material.second + itos(crack);
                        u32 new_texture_id = 0;
-                       video::ITexture *new_texture = m_tsrc->getTextureForMesh(
-                                       os.str(), &new_texture_id);
+                       video::ITexture *new_texture =
+                                       m_tsrc->getTextureForMesh(s, &new_texture_id);
                        buf->getMaterial().setTexture(0, new_texture);
 
-                       // If the current material is also animated,
-                       // update animation info
-                       auto anim_iter = m_animation_tiles.find(crack_material.first);
-                       if (anim_iter != m_animation_tiles.end()) {
-                               TileLayer &tile = anim_iter->second;
+                       // If the current material is also animated, update animation info
+                       auto anim_it = m_animation_info.find(crack_material.first);
+                       if (anim_it != m_animation_info.end()) {
+                               TileLayer &tile = anim_it->second.tile;
                                tile.texture = new_texture;
                                tile.texture_id = new_texture_id;
                                // force animation update
-                               m_animation_frames[crack_material.first] = -1;
+                               anim_it->second.frame = -1;
                        }
                }
 
@@ -1358,30 +1516,25 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        }
 
        // Texture animation
-       for (auto &animation_tile : m_animation_tiles) {
-               const TileLayer &tile = animation_tile.second;
+       for (auto &it : m_animation_info) {
+               const TileLayer &tile = it.second.tile;
                // Figure out current frame
-               int frameoffset = m_animation_frame_offsets[animation_tile.first];
-               int frame = (int)(time * 1000 / tile.animation_frame_length_ms +
-                                           frameoffset) %
-                           tile.animation_frame_count;
+               int frameno = (int)(time * 1000 / tile.animation_frame_length_ms
+                               + it.second.frame_offset) % tile.animation_frame_count;
                // If frame doesn't change, skip
-               if (frame == m_animation_frames[animation_tile.first])
+               if (frameno == it.second.frame)
                        continue;
 
-               m_animation_frames[animation_tile.first] = frame;
+               it.second.frame = frameno;
 
-               scene::IMeshBuffer *buf =
-                               m_mesh[animation_tile.first.first]->getMeshBuffer(
-                                               animation_tile.first.second);
+               scene::IMeshBuffer *buf = m_mesh[it.first.first]->getMeshBuffer(it.first.second);
 
-               const FrameSpec &animation_frame = (*tile.frames)[frame];
-               buf->getMaterial().setTexture(0, animation_frame.texture);
+               const FrameSpec &frame = (*tile.frames)[frameno];
+               buf->getMaterial().setTexture(0, frame.texture);
                if (m_enable_shaders) {
-                       if (animation_frame.normal_texture)
-                               buf->getMaterial().setTexture(
-                                               1, animation_frame.normal_texture);
-                       buf->getMaterial().setTexture(2, animation_frame.flags_texture);
+                       if (frame.normal_texture)
+                               buf->getMaterial().setTexture(1, frame.normal_texture);
+                       buf->getMaterial().setTexture(2, frame.flags_texture);
                }
        }
 
@@ -1395,11 +1548,9 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                get_sunlight_color(&day_color, daynight_ratio);
 
                for (auto &daynight_diff : m_daynight_diffs) {
-                       scene::IMeshBuffer *buf =
-                                       m_mesh[daynight_diff.first.first]->getMeshBuffer(
-                                                       daynight_diff.first.second);
-                       video::S3DVertex *vertices =
-                                       (video::S3DVertex *)buf->getVertices();
+                       scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
+                               getMeshBuffer(daynight_diff.first.second);
+                       video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
                        for (const auto &j : daynight_diff.second)
                                final_color_blend(&(vertices[j.first].Color), j.second,
                                                day_color);
@@ -1410,16 +1561,64 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        return true;
 }
 
-void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
+void MapBlockMesh::updateTransparentBuffers(v3f camera_pos, v3s16 block_pos)
 {
-       if (camera_offset != m_camera_offset) {
-               for (scene::IMesh *layer : m_mesh) {
-                       translateMesh(layer,
-                                       intToFloat(m_camera_offset - camera_offset, BS));
-                       if (m_enable_vbo)
-                               layer->setDirty();
+       // nothing to do if the entire block is opaque
+       if (m_transparent_triangles.empty())
+               return;
+
+       v3f block_posf = intToFloat(block_pos * MAP_BLOCKSIZE, BS);
+       v3f rel_camera_pos = camera_pos - block_posf;
+
+       std::vector<s32> triangle_refs;
+       m_bsp_tree.traverse(rel_camera_pos, triangle_refs);
+
+       // arrange index sequences into partial buffers
+       m_transparent_buffers.clear();
+
+       scene::SMeshBuffer *current_buffer = nullptr;
+       std::vector<u16> current_strain;
+       for (auto i : triangle_refs) {
+               const auto &t = m_transparent_triangles[i];
+               if (current_buffer != t.buffer) {
+                       if (current_buffer) {
+                               m_transparent_buffers.emplace_back(current_buffer, current_strain);
+                               current_strain.clear();
+                       }
+                       current_buffer = t.buffer;
                }
-               m_camera_offset = camera_offset;
+               current_strain.push_back(t.p1);
+               current_strain.push_back(t.p2);
+               current_strain.push_back(t.p3);
+       }
+
+       if (!current_strain.empty())
+               m_transparent_buffers.emplace_back(current_buffer, current_strain);
+}
+
+void MapBlockMesh::consolidateTransparentBuffers()
+{
+       m_transparent_buffers.clear();
+
+       scene::SMeshBuffer *current_buffer = nullptr;
+       std::vector<u16> current_strain;
+
+       // use the fact that m_transparent_triangles is already arranged by buffer
+       for (const auto &t : m_transparent_triangles) {
+               if (current_buffer != t.buffer) {
+                       if (current_buffer != nullptr) {
+                               this->m_transparent_buffers.emplace_back(current_buffer, current_strain);
+                               current_strain.clear();
+                       }
+                       current_buffer = t.buffer;
+               }
+               current_strain.push_back(t.p1);
+               current_strain.push_back(t.p2);
+               current_strain.push_back(t.p3);
+       }
+
+       if (!current_strain.empty()) {
+               this->m_transparent_buffers.emplace_back(current_buffer, current_strain);
        }
 }