]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_mapblock.cpp
Merge pull request #505 from RealBadAngel/master
[dragonfireclient.git] / src / content_mapblock.cpp
index 79f49cbf814f588f7129e1e8f115400d6028f9a8..290890490ec77241cab5c805f8ce32417690079f 100644 (file)
@@ -3,16 +3,16 @@ Minetest-c55
 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
@@ -25,13 +25,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "nodedef.h"
 #include "tile.h"
 #include "gamedef.h"
+#include "util/numeric.h"
+#include "util/directiontables.h"
 
 // Create a cuboid.
 //  collector - the MeshCollector for the resulting polygons
 //  box       - the position and size of the box
-//  materials - the materials to use (for all 6 faces)
-//  pa        - texture atlas pointers for the materials
-//  matcount  - number of entries in "materials" and "pa", 1<=matcount<=6
+//  tiles     - the tiles (materials) to use (for all 6 faces)
+//  tilecount - number of entries in tiles, 1<=tilecount<=6
 //  c         - vertex colour - used for all
 //  txc       - texture coordinates - this is a list of texture coordinates
 //              for the opposite corners of each face - therefore, there
@@ -41,10 +42,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 //              (compatible with ContentFeatures). If you specified 0,0,1,1
 //              for each face, that would be the same as passing NULL.
 void makeCuboid(MeshCollector *collector, const aabb3f &box,
-       const video::SMaterial *materials, const AtlasPointer *pa, int matcount,        
+       const TileSpec *tiles, int tilecount,
        video::SColor &c, const f32* txc)
 {
-       assert(matcount >= 1);
+       assert(tilecount >= 1 && tilecount <= 6);
 
        v3f min = box.MinEdge;
        v3f max = box.MaxEdge;
@@ -85,22 +86,22 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
                video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
                video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
                // back
-               video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[16],txc[17]),
-               video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[18],txc[17]),
-               video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[18],txc[19]),
-               video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[16],txc[19]),
+               video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
+               video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
+               video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
+               video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
                // front
-               video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[20],txc[21]),
-               video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[22],txc[21]),
-               video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[22],txc[23]),
-               video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[20],txc[23]),
+               video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
+               video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
+               video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
+               video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
        };
 
        for(s32 j=0; j<24; j++)
        {
-               int matindex = MYMIN(j/4, matcount-1);
-               vertices[j].TCoords *= pa[matindex].size;
-               vertices[j].TCoords += pa[matindex].pos;
+               int tileindex = MYMIN(j/4, tilecount-1);
+               vertices[j].TCoords *= tiles[tileindex].texture.size;
+               vertices[j].TCoords += tiles[tileindex].texture.pos;
        }
 
        u16 indices[] = {0,1,2,2,3,0};
@@ -108,17 +109,16 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
        // Add to mesh collector
        for(s32 j=0; j<24; j+=4)
        {
-               int matindex = MYMIN(j/4, matcount-1);
-               collector->append(materials[matindex],
+               int tileindex = MYMIN(j/4, tilecount-1);
+               collector->append(tiles[tileindex],
                                vertices+j, 4, indices, 6);
        }
 }
 
 void mapblock_mesh_generate_special(MeshMakeData *data,
-               MeshCollector &collector, IGameDef *gamedef)
+               MeshCollector &collector)
 {
-       INodeDefManager *nodedef = gamedef->ndef();
-       ITextureSource *tsrc = gamedef->getTextureSource();
+       INodeDefManager *nodedef = data->m_gamedef->ndef();
 
        // 0ms
        //TimeTaker timer("mapblock_mesh_generate_special()");
@@ -134,14 +134,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
        
        v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
 
-       /*// General ground material for special output
-       // Texture is modified just before usage
-       video::SMaterial material_general;
-       material_general.setFlag(video::EMF_LIGHTING, false);
-       material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_general.setFlag(video::EMF_FOG_ENABLE, true);
-       material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;*/
-
        for(s16 z=0; z<MAP_BLOCKSIZE; z++)
        for(s16 y=0; y<MAP_BLOCKSIZE; y++)
        for(s16 x=0; x<MAP_BLOCKSIZE; x++)
@@ -167,16 +159,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        /*
                                Add water sources to mesh if using new style
                        */
-                       assert(nodedef->get(n).special_materials[0]);
-                       //assert(nodedef->get(n).special_materials[1]);
-                       assert(nodedef->get(n).special_aps[0]);
-
-                       video::SMaterial &liquid_material =
-                                       *nodedef->get(n).special_materials[0];
-                       /*video::SMaterial &liquid_material_bfculled =
-                                       *nodedef->get(n).special_materials[1];*/
-                       AtlasPointer &pa_liquid1 =
-                                       *nodedef->get(n).special_aps[0];
+                       TileSpec tile_liquid = f.special_tiles[0];
+                       AtlasPointer &pa_liquid = tile_liquid.texture;
 
                        bool top_is_air = false;
                        MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
@@ -186,64 +170,63 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        if(top_is_air == false)
                                continue;
 
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
-                       video::SColor c = MapBlock_LightColor(
-                                       nodedef->get(n).alpha, l);
+                       u16 l = getInteriorLight(n, 0, data);
+                       video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
                        
                        video::S3DVertex vertices[4] =
                        {
                                video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                               pa_liquid1.x0(), pa_liquid1.y1()),
+                                               pa_liquid.x0(), pa_liquid.y1()),
                                video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                               pa_liquid1.x1(), pa_liquid1.y1()),
+                                               pa_liquid.x1(), pa_liquid.y1()),
                                video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_liquid1.x1(), pa_liquid1.y0()),
+                                               pa_liquid.x1(), pa_liquid.y0()),
                                video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_liquid1.x0(), pa_liquid1.y0()),
+                                               pa_liquid.x0(), pa_liquid.y0()),
                        };
 
+                       v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
                        for(s32 i=0; i<4; i++)
                        {
-                               vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                               vertices[i].Pos += offset;
                        }
 
                        u16 indices[] = {0,1,2,2,3,0};
                        // Add to mesh collector
-                       collector.append(liquid_material, vertices, 4, indices, 6);
+                       collector.append(tile_liquid, vertices, 4, indices, 6);
                break;}
                case NDT_FLOWINGLIQUID:
                {
                        /*
                                Add flowing liquid to mesh
                        */
-                       assert(nodedef->get(n).special_materials[0]);
-                       assert(nodedef->get(n).special_materials[1]);
-                       assert(nodedef->get(n).special_aps[0]);
-
-                       video::SMaterial &liquid_material =
-                                       *nodedef->get(n).special_materials[0];
-                       video::SMaterial &liquid_material_bfculled =
-                                       *nodedef->get(n).special_materials[1];
-                       AtlasPointer &pa_liquid1 =
-                                       *nodedef->get(n).special_aps[0];
+                       TileSpec tile_liquid = f.special_tiles[0];
+                       TileSpec tile_liquid_bfculled = f.special_tiles[1];
+                       AtlasPointer &pa_liquid = tile_liquid.texture;
 
                        bool top_is_same_liquid = false;
                        MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       content_t c_flowing = nodedef->getId(nodedef->get(n).liquid_alternative_flowing);
-                       content_t c_source = nodedef->getId(nodedef->get(n).liquid_alternative_source);
+                       content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
+                       content_t c_source = nodedef->getId(f.liquid_alternative_source);
                        if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
                                top_is_same_liquid = true;
                        
-                       u8 l = 0;
+                       u16 l = 0;
+                       // If this liquid emits light and doesn't contain light, draw
+                       // it at what it emits, for an increased effect
+                       u8 light_source = nodedef->get(n).light_source;
+                       if(light_source != 0){
+                               //l = decode_light(undiminish_light(light_source));
+                               l = decode_light(light_source);
+                               l = l | (l<<8);
+                       }
                        // Use the light of the node on top if possible
-                       if(nodedef->get(ntop).param_type == CPT_LIGHT)
-                               l = decode_light(ntop.getLightBlend(data->m_daynight_ratio, nodedef));
+                       else if(nodedef->get(ntop).param_type == CPT_LIGHT)
+                               l = getInteriorLight(ntop, 0, data);
                        // Otherwise use the light of this node (the liquid)
                        else
-                               l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
-                       video::SColor c = MapBlock_LightColor(
-                                       nodedef->get(n).alpha, l);
+                               l = getInteriorLight(n, 0, data);
+                       video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
                        
                        // Neighbor liquid levels (key = relative position)
                        // Includes current node
@@ -393,20 +376,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                // Use backface culled material if neighbor doesn't have a
                                // solidness of 0
-                               video::SMaterial *current_material = &liquid_material;
+                               const TileSpec *current_tile = &tile_liquid;
                                if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
-                                       current_material = &liquid_material_bfculled;
+                                       current_tile = &tile_liquid_bfculled;
                                
                                video::S3DVertex vertices[4] =
                                {
                                        video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid1.x0(), pa_liquid1.y1()),
+                                                       pa_liquid.x0(), pa_liquid.y1()),
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid1.x1(), pa_liquid1.y1()),
+                                                       pa_liquid.x1(), pa_liquid.y1()),
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid1.x1(), pa_liquid1.y0()),
+                                                       pa_liquid.x1(), pa_liquid.y0()),
                                        video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid1.x0(), pa_liquid1.y0()),
+                                                       pa_liquid.x0(), pa_liquid.y0()),
                                };
                                
                                /*
@@ -464,12 +447,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                vertices[j].Pos.Z *= 0.98;
                                        }*/
 
-                                       vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
+                                       vertices[j].Pos += intToFloat(p, BS);
                                }
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(*current_material, vertices, 4, indices, 6);
+                               collector.append(*current_tile, vertices, 4, indices, 6);
                        }
                        
                        /*
@@ -481,16 +464,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                video::S3DVertex vertices[4] =
                                {
                                        video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid1.x0(), pa_liquid1.y1()),
+                                                       pa_liquid.x0(), pa_liquid.y1()),
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid1.x1(), pa_liquid1.y1()),
+                                                       pa_liquid.x1(), pa_liquid.y1()),
                                        video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_liquid1.x1(), pa_liquid1.y0()),
+                                                       pa_liquid.x1(), pa_liquid.y0()),
                                        video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_liquid1.x0(), pa_liquid1.y0()),
+                                                       pa_liquid.x0(), pa_liquid.y0()),
                                };
                                
-                               // This fixes a strange bug
+                               // To get backface culling right, the vertices need to go
+                               // clockwise around the front of the face. And we happened to
+                               // calculate corner levels in exact reverse order.
                                s32 corner_resolve[4] = {3,2,1,0};
 
                                for(s32 i=0; i<4; i++)
@@ -499,28 +484,67 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
                                        s32 j = corner_resolve[i];
                                        vertices[i].Pos.Y += corner_levels[j];
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                                       vertices[i].Pos += intToFloat(p, BS);
+                               }
+                               
+                               // Default downwards-flowing texture animation goes from 
+                               // -Z towards +Z, thus the direction is +Z.
+                               // Rotate texture to make animation go in flow direction
+                               // Positive if liquid moves towards +Z
+                               int dz = (corner_levels[side_corners[3][0]] +
+                                               corner_levels[side_corners[3][1]]) -
+                                               (corner_levels[side_corners[2][0]] +
+                                               corner_levels[side_corners[2][1]]);
+                               // Positive if liquid moves towards +X
+                               int dx = (corner_levels[side_corners[1][0]] +
+                                               corner_levels[side_corners[1][1]]) -
+                                               (corner_levels[side_corners[0][0]] +
+                                               corner_levels[side_corners[0][1]]);
+                               // -X
+                               if(-dx >= abs(dz))
+                               {
+                                       v2f t = vertices[0].TCoords;
+                                       vertices[0].TCoords = vertices[1].TCoords;
+                                       vertices[1].TCoords = vertices[2].TCoords;
+                                       vertices[2].TCoords = vertices[3].TCoords;
+                                       vertices[3].TCoords = t;
+                               }
+                               // +X
+                               if(dx >= abs(dz))
+                               {
+                                       v2f t = vertices[0].TCoords;
+                                       vertices[0].TCoords = vertices[3].TCoords;
+                                       vertices[3].TCoords = vertices[2].TCoords;
+                                       vertices[2].TCoords = vertices[1].TCoords;
+                                       vertices[1].TCoords = t;
+                               }
+                               // -Z
+                               if(-dz >= abs(dx))
+                               {
+                                       v2f t = vertices[0].TCoords;
+                                       vertices[0].TCoords = vertices[3].TCoords;
+                                       vertices[3].TCoords = vertices[2].TCoords;
+                                       vertices[2].TCoords = vertices[1].TCoords;
+                                       vertices[1].TCoords = t;
+                                       t = vertices[0].TCoords;
+                                       vertices[0].TCoords = vertices[3].TCoords;
+                                       vertices[3].TCoords = vertices[2].TCoords;
+                                       vertices[2].TCoords = vertices[1].TCoords;
+                                       vertices[1].TCoords = t;
                                }
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(liquid_material, vertices, 4, indices, 6);
+                               collector.append(tile_liquid, vertices, 4, indices, 6);
                        }
                break;}
                case NDT_GLASSLIKE:
                {
-                       video::SMaterial material_glass;
-                       material_glass.setFlag(video::EMF_LIGHTING, false);
-                       material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material_glass.setFlag(video::EMF_FOG_ENABLE, true);
-                       material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       TileSpec tile_glass = getNodeTile(n, p, v3s16(0,0,0),
-                                       &data->m_temp_mods, tsrc, nodedef);
-                       AtlasPointer pa_glass = tile_glass.texture;
-                       material_glass.setTexture(0, pa_glass.atlas);
-
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
-                       video::SColor c = MapBlock_LightColor(255, l);
+                       TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
+                       AtlasPointer ap = tile.texture;
+
+                       u16 l = getInteriorLight(n, 1, data);
+                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
                        for(u32 j=0; j<6; j++)
                        {
@@ -535,13 +559,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                video::S3DVertex vertices[4] =
                                {
                                        video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x0(), pa_glass.y1()),
+                                               ap.x0(), ap.y1()),
                                        video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x1(), pa_glass.y1()),
+                                               ap.x1(), ap.y1()),
                                        video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x1(), pa_glass.y0()),
+                                               ap.x1(), ap.y0()),
                                        video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x0(), pa_glass.y0()),
+                                               ap.x0(), ap.y0()),
                                };
                                
                                // Rotations in the g_6dirs format
@@ -565,36 +589,28 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                vertices[i].Pos.rotateXZBy(90);
 
                                for(u16 i=0; i<4; i++){
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                                       vertices[i].Pos += intToFloat(p, BS);
                                }
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(material_glass, vertices, 4, indices, 6);
+                               collector.append(tile, vertices, 4, indices, 6);
                        }
                break;}
                case NDT_ALLFACES:
                {
-                       video::SMaterial material_leaves1;
-                       material_leaves1.setFlag(video::EMF_LIGHTING, false);
-                       material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
-                       material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       TileSpec tile_leaves1 = getNodeTile(n, p, v3s16(0,0,0),
-                                       &data->m_temp_mods, tsrc, nodedef);
-                       AtlasPointer pa_leaves1 = tile_leaves1.texture;
-                       material_leaves1.setTexture(0, pa_leaves1.atlas);
-
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
-                       video::SColor c = MapBlock_LightColor(255, l);
-
-                       v3f pos = intToFloat(p+blockpos_nodes, BS);
+                       TileSpec tile_leaves = getNodeTile(n, p,
+                                       v3s16(0,0,0), data);
+                       AtlasPointer pa_leaves = tile_leaves.texture;
+
+                       u16 l = getInteriorLight(n, 1, data);
+                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+
+                       v3f pos = intToFloat(p, BS);
                        aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
                        box.MinEdge += pos;
                        box.MaxEdge += pos;
-                       makeCuboid(&collector, box,
-                                       &material_leaves1, &pa_leaves1, 1,
-                                       c, NULL);
+                       makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
                break;}
                case NDT_ALLFACES_OPTIONAL:
                        // This is always pre-converted to something else
@@ -602,32 +618,28 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        break;
                case NDT_TORCHLIKE:
                {
-                       v3s16 dir = unpackDir(n.param2);
+                       v3s16 dir = n.getWallMountedDir(nodedef);
                        
-                       AtlasPointer ap(0);
+                       u8 tileindex = 0;
                        if(dir == v3s16(0,-1,0)){
-                               ap = f.tiles[0].texture; // floor
+                               tileindex = 0; // floor
                        } else if(dir == v3s16(0,1,0)){
-                               ap = f.tiles[1].texture; // ceiling
+                               tileindex = 1; // ceiling
                        // For backwards compatibility
                        } else if(dir == v3s16(0,0,0)){
-                               ap = f.tiles[0].texture; // floor
+                               tileindex = 0; // floor
                        } else {
-                               ap = f.tiles[2].texture; // side
+                               tileindex = 2; // side
                        }
 
-                       // Set material
-                       video::SMaterial material;
-                       material.setFlag(video::EMF_LIGHTING, false);
-                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material.setFlag(video::EMF_FOG_ENABLE, true);
-                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                       material.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       material.setTexture(0, ap.atlas);
+                       TileSpec tile = getNodeTileN(n, p, tileindex, data);
+                       tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+                       tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+                       AtlasPointer ap = tile.texture;
 
-                       video::SColor c(255,255,255,255);
+                       u16 l = getInteriorLight(n, 1, data);
+                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
                        // Wall at X+ of node
                        video::S3DVertex vertices[4] =
@@ -657,28 +669,22 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                if(dir == v3s16(0,1,0))
                                        vertices[i].Pos.rotateXZBy(-45);
 
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                               vertices[i].Pos += intToFloat(p, BS);
                        }
 
                        u16 indices[] = {0,1,2,2,3,0};
                        // Add to mesh collector
-                       collector.append(material, vertices, 4, indices, 6);
+                       collector.append(tile, vertices, 4, indices, 6);
                break;}
                case NDT_SIGNLIKE:
                {
-                       // Set material
-                       video::SMaterial material;
-                       material.setFlag(video::EMF_LIGHTING, false);
-                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material.setFlag(video::EMF_FOG_ENABLE, true);
-                       material.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       AtlasPointer ap = f.tiles[0].texture;
-                       material.setTexture(0, ap.atlas);
-
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
-                       video::SColor c = MapBlock_LightColor(255, l);
+                       TileSpec tile = getNodeTileN(n, p, 0, data);
+                       tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+                       tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+                       AtlasPointer ap = tile.texture;
+
+                       u16 l = getInteriorLight(n, 0, data);
+                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
                                
                        float d = (float)BS/16;
                        // Wall at X+ of node
@@ -694,7 +700,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                ap.x0(), ap.y1()),
                        };
 
-                       v3s16 dir = unpackDir(n.param2);
+                       v3s16 dir = n.getWallMountedDir(nodedef);
 
                        for(s32 i=0; i<4; i++)
                        {
@@ -711,40 +717,36 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                if(dir == v3s16(0,1,0))
                                        vertices[i].Pos.rotateXYBy(90);
 
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                               vertices[i].Pos += intToFloat(p, BS);
                        }
 
                        u16 indices[] = {0,1,2,2,3,0};
                        // Add to mesh collector
-                       collector.append(material, vertices, 4, indices, 6);
+                       collector.append(tile, vertices, 4, indices, 6);
                break;}
                case NDT_PLANTLIKE:
                {
-                       video::SMaterial material_papyrus;
-                       material_papyrus.setFlag(video::EMF_LIGHTING, false);
-                       material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
-                       material_papyrus.MaterialType=video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       AtlasPointer pa_papyrus = f.tiles[0].texture;
-                       material_papyrus.setTexture(0, pa_papyrus.atlas);
+                       TileSpec tile = getNodeTileN(n, p, 0, data);
+                       tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+                       AtlasPointer ap = tile.texture;
                        
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
-                       video::SColor c = MapBlock_LightColor(255, l);
+                       u16 l = getInteriorLight(n, 1, data);
+                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
-                       for(u32 j=0; j<4; j++)
+                       for(u32 j=0; j<2; j++)
                        {
                                video::S3DVertex vertices[4] =
                                {
                                        video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
-                                               pa_papyrus.x0(), pa_papyrus.y1()),
+                                               ap.x0(), ap.y1()),
                                        video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
-                                               pa_papyrus.x1(), pa_papyrus.y1()),
+                                               ap.x1(), ap.y1()),
                                        video::S3DVertex( BS/2*f.visual_scale,
                                                -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
-                                               pa_papyrus.x1(), pa_papyrus.y0()),
+                                               ap.x1(), ap.y0()),
                                        video::S3DVertex(-BS/2*f.visual_scale,
                                                -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
-                                               pa_papyrus.x0(), pa_papyrus.y0()),
+                                               ap.x0(), ap.y0()),
                                };
 
                                if(j == 0)
@@ -757,73 +759,51 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        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 *= f.visual_scale;
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                                       vertices[i].Pos += intToFloat(p, BS);
                                }
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(material_papyrus, vertices, 4, indices, 6);
+                               collector.append(tile, vertices, 4, indices, 6);
                        }
                break;}
                case NDT_FENCELIKE:
                {
-                       video::SMaterial material_wood;
-                       material_wood.setFlag(video::EMF_LIGHTING, false);
-                       material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material_wood.setFlag(video::EMF_FOG_ENABLE, true);
-                       material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       TileSpec tile_wood = getNodeTile(n, p, v3s16(0,0,0),
-                                       &data->m_temp_mods, tsrc, nodedef);
-                       AtlasPointer pa_wood = tile_wood.texture;
-                       material_wood.setTexture(0, pa_wood.atlas);
-
-                       video::SMaterial material_wood_nomod;
-                       material_wood_nomod.setFlag(video::EMF_LIGHTING, false);
-                       material_wood_nomod.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material_wood_nomod.setFlag(video::EMF_FOG_ENABLE, true);
-                       material_wood_nomod.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
-                       TileSpec tile_wood_nomod = getNodeTile(n, p, v3s16(0,0,0),
-                                       NULL, tsrc, nodedef);
-                       AtlasPointer pa_wood_nomod = tile_wood_nomod.texture;
-                       material_wood_nomod.setTexture(0, pa_wood_nomod.atlas);
-
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
-                       video::SColor c = MapBlock_LightColor(255, l);
-
-                       const f32 post_rad=(f32)BS/10;
-                       const f32 bar_rad=(f32)BS/20;
+                       TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
+                       TileSpec tile_nocrack = tile;
+                       tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
+                       
+                       // A hack to put wood the right way around in the posts
+                       ITextureSource *tsrc = data->m_gamedef->tsrc();
+                       TileSpec tile_rot = tile;
+                       tile_rot.texture = tsrc->getTexture(tsrc->getTextureName(
+                                       tile.texture.id) + "^[transformR90");
+                                       
+                       u16 l = getInteriorLight(n, 1, data);
+                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+
+                       const f32 post_rad=(f32)BS/8;
+                       const f32 bar_rad=(f32)BS/16;
                        const f32 bar_len=(f32)(BS/2)-post_rad;
 
-                       v3f pos = intToFloat(p+blockpos_nodes, BS);
+                       v3f pos = intToFloat(p, BS);
 
                        // The post - always present
                        aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
                        post.MinEdge += pos;
                        post.MaxEdge += pos;
                        f32 postuv[24]={
-                                       0.4,0.4,0.6,0.6,
-                                       0.4,0.4,0.6,0.6,
-                                       0.35,0,0.65,1,
-                                       0.35,0,0.65,1,
-                                       0.35,0,0.65,1,
-                                       0.35,0,0.65,1};
-                       makeCuboid(&collector, post, &material_wood,
-                                       &pa_wood, 1, c, postuv);
+                                       6/16.,6/16.,10/16.,10/16.,
+                                       6/16.,6/16.,10/16.,10/16.,
+                                       0/16.,0,4/16.,1,
+                                       4/16.,0,8/16.,1,
+                                       8/16.,0,12/16.,1,
+                                       12/16.,0,16/16.,1};
+                       makeCuboid(&collector, post, &tile_rot, 1, c, postuv);
 
                        // Now a section of fence, +X, if there's a post there
                        v3s16 p2 = p;
@@ -837,18 +817,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                bar.MinEdge += pos;
                                bar.MaxEdge += pos;
                                f32 xrailuv[24]={
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6};
-                               makeCuboid(&collector, bar, &material_wood_nomod,
-                                               &pa_wood_nomod, 1, c, xrailuv);
+                                       0/16.,2/16.,16/16.,4/16.,
+                                       0/16.,4/16.,16/16.,6/16.,
+                                       6/16.,6/16.,8/16.,8/16.,
+                                       10/16.,10/16.,12/16.,12/16.,
+                                       0/16.,8/16.,16/16.,10/16.,
+                                       0/16.,14/16.,16/16.,16/16.};
+                               makeCuboid(&collector, bar, &tile_nocrack, 1,
+                                               c, xrailuv);
                                bar.MinEdge.Y -= BS/2;
                                bar.MaxEdge.Y -= BS/2;
-                               makeCuboid(&collector, bar, &material_wood_nomod,
-                                               &pa_wood_nomod, 1, c, xrailuv);
+                               makeCuboid(&collector, bar, &tile_nocrack, 1,
+                                               c, xrailuv);
                        }
 
                        // Now a section of fence, +Z, if there's a post there
@@ -863,19 +843,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                bar.MinEdge += pos;
                                bar.MaxEdge += pos;
                                f32 zrailuv[24]={
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6};
-
-                               makeCuboid(&collector, bar, &material_wood_nomod,
-                                               &pa_wood_nomod, 1, c, zrailuv);
+                                       3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
+                                       4/16.,1/16.,6/16.,5/16., // for wood texture instead
+                                       0/16.,9/16.,16/16.,11/16.,
+                                       0/16.,6/16.,16/16.,8/16.,
+                                       6/16.,6/16.,8/16.,8/16.,
+                                       10/16.,10/16.,12/16.,12/16.};
+                               makeCuboid(&collector, bar, &tile_nocrack, 1,
+                                               c, zrailuv);
                                bar.MinEdge.Y -= BS/2;
                                bar.MaxEdge.Y -= BS/2;
-                               makeCuboid(&collector, bar, &material_wood_nomod,
-                                               &pa_wood_nomod, 1, c, zrailuv);
+                               makeCuboid(&collector, bar, &tile_nocrack, 1,
+                                               c, zrailuv);
                        }
                break;}
                case NDT_RAILLIKE:
@@ -883,107 +862,217 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        bool is_rail_x [] = { false, false };  /* x-1, x+1 */
                        bool is_rail_z [] = { false, false };  /* z-1, z+1 */
 
+                       bool is_rail_z_minus_y [] = { false, false };  /* z-1, z+1; y-1 */
+                       bool is_rail_x_minus_y [] = { false, false };  /* x-1, z+1; y-1 */
+                       bool is_rail_z_plus_y [] = { false, false };  /* z-1, z+1; y+1 */
+                       bool is_rail_x_plus_y [] = { false, false };  /* x-1, x+1; y+1 */
+
                        MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
                        MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
                        MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
                        MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
+                       MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
+                       MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
+                       MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
+                       MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
+                       MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
+                       MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
+                       MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
+                       MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
                        
                        content_t thiscontent = n.getContent();
                        if(n_minus_x.getContent() == thiscontent)
                                is_rail_x[0] = true;
+                       if (n_minus_x_minus_y.getContent() == thiscontent)
+                               is_rail_x_minus_y[0] = true;
+                       if(n_minus_x_plus_y.getContent() == thiscontent)
+                               is_rail_x_plus_y[0] = true;
+
                        if(n_plus_x.getContent() == thiscontent)
                                is_rail_x[1] = true;
+                       if (n_plus_x_minus_y.getContent() == thiscontent)
+                               is_rail_x_minus_y[1] = true;
+                       if(n_plus_x_plus_y.getContent() == thiscontent)
+                               is_rail_x_plus_y[1] = true;
+
                        if(n_minus_z.getContent() == thiscontent)
                                is_rail_z[0] = true;
+                       if (n_minus_z_minus_y.getContent() == thiscontent)
+                               is_rail_z_minus_y[0] = true;
+                       if(n_minus_z_plus_y.getContent() == thiscontent)
+                               is_rail_z_plus_y[0] = true;
+
                        if(n_plus_z.getContent() == thiscontent)
                                is_rail_z[1] = true;
+                       if (n_plus_z_minus_y.getContent() == thiscontent)
+                               is_rail_z_minus_y[1] = true;
+                       if(n_plus_z_plus_y.getContent() == thiscontent)
+                               is_rail_z_plus_y[1] = true;
+
+                       bool is_rail_x_all[] = {false, false};
+                       bool is_rail_z_all[] = {false, false};
+                       is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
+                       is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
+                       is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
+                       is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
+
+                       // reasonable default, flat straight unrotated rail
+                       bool is_straight = true;
+                       int adjacencies = 0;
+                       int angle = 0;
+                       u8 tileindex = 0;
 
-                       int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
-
-                       // Assign textures
-                       AtlasPointer ap = f.tiles[0].texture; // straight
-                       if(adjacencies < 2)
-                               ap = f.tiles[0].texture; // straight
-                       else if(adjacencies == 2)
+                       // check for sloped rail
+                       if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
                        {
-                               if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
-                                       ap = f.tiles[0].texture; // straight
-                               else
-                                       ap = f.tiles[1].texture; // curved
+                               adjacencies = 5; //5 means sloped
+                               is_straight = true; // sloped is always straight
                        }
-                       else if(adjacencies == 3)
-                               ap = f.tiles[2].texture; // t-junction
-                       else if(adjacencies == 4)
-                               ap = f.tiles[3].texture; // crossing
-                       
-                       video::SMaterial material_rail;
-                       material_rail.setFlag(video::EMF_LIGHTING, false);
-                       material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material_rail.setFlag(video::EMF_FOG_ENABLE, true);
-                       material_rail.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       material_rail.setTexture(0, ap.atlas);
-
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
-                       video::SColor c = MapBlock_LightColor(255, l);
-
-                       float d = (float)BS/16;
-                       video::S3DVertex vertices[4] =
+                       else
                        {
-                               video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y1()),
-                               video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
-                                               ap.x1(), ap.y1()),
-                               video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c,
-                                               ap.x1(), ap.y0()),
-                               video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y0()),
-                       };
-
-                       // Rotate textures
-                       int angle = 0;
+                               // is really straight, rails on both sides
+                               is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
+                               adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
+                       }
 
-                       if(adjacencies == 1)
-                       {
-                               if(is_rail_x[0] || is_rail_x[1])
+                       switch (adjacencies) {
+                       case 1:
+                               if(is_rail_x_all[0] || is_rail_x_all[1])
                                        angle = 90;
-                       }
-                       else if(adjacencies == 2)
-                       {
-                               if(is_rail_x[0] && is_rail_x[1])
+                               break;
+                       case 2:
+                               if(!is_straight)
+                                       tileindex = 1; // curved
+                               if(is_rail_x_all[0] && is_rail_x_all[1])
                                        angle = 90;
-                               else if(is_rail_x[0] && is_rail_z[0])
+                               if(is_rail_z_all[0] && is_rail_z_all[1]){
+                                       if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180;
+                               }
+                               else if(is_rail_x_all[0] && is_rail_z_all[0])
                                        angle = 270;
-                               else if(is_rail_x[0] && is_rail_z[1])
+                               else if(is_rail_x_all[0] && is_rail_z_all[1])
                                        angle = 180;
-                               else if(is_rail_x[1] && is_rail_z[1])
+                               else if(is_rail_x_all[1] && is_rail_z_all[1])
                                        angle = 90;
-                       }
-                       else if(adjacencies == 3)
-                       {
-                               if(!is_rail_x[0])
-                                       angle=0;
-                               if(!is_rail_x[1])
+                               break;
+                       case 3:
+                               // here is where the potential to 'switch' a junction is, but not implemented at present
+                               tileindex = 2; // t-junction
+                               if(!is_rail_x_all[1])
                                        angle=180;
-                               if(!is_rail_z[0])
+                               if(!is_rail_z_all[0])
                                        angle=90;
-                               if(!is_rail_z[1])
+                               if(!is_rail_z_all[1])
                                        angle=270;
+                               break;
+                       case 4:
+                               tileindex = 3; // crossing
+                               break;
+                       case 5: //sloped
+                               if(is_rail_z_plus_y[0])
+                                       angle = 180;
+                               if(is_rail_x_plus_y[0])
+                                       angle = 90;
+                               if(is_rail_x_plus_y[1])
+                                       angle = -90;
+                               break;
+                       default:
+                               break;
                        }
 
-                       if(angle != 0) {
-                               for(u16 i=0; i<4; i++)
-                                       vertices[i].Pos.rotateXZBy(angle);
-                       }
+                       TileSpec tile = getNodeTileN(n, p, tileindex, data);
+                       tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+                       tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+                       AtlasPointer ap = tile.texture;
+                       
+                       u16 l = getInteriorLight(n, 0, data);
+                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+
+                       float d = (float)BS/64;
+                       
+                       char g=-1;
+                       if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
+                               g=1; //Object is at a slope
+
+                       video::S3DVertex vertices[4] =
+                       {
+                                       video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
+                                                       ap.x0(), ap.y1()),
+                                       video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
+                                                       ap.x1(), ap.y1()),
+                                       video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c,
+                                                       ap.x1(), ap.y0()),
+                                       video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c,
+                                                       ap.x0(), ap.y0()),
+                       };
 
                        for(s32 i=0; i<4; i++)
                        {
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                               if(angle != 0)
+                                       vertices[i].Pos.rotateXZBy(angle);
+                               vertices[i].Pos += intToFloat(p, BS);
                        }
 
                        u16 indices[] = {0,1,2,2,3,0};
-                       collector.append(material_rail, vertices, 4, indices, 6);
+                       collector.append(tile, vertices, 4, indices, 6);
+               break;}
+               case NDT_NODEBOX:
+               {
+                       static const v3s16 tile_dirs[6] = {
+                               v3s16(0, 1, 0),
+                               v3s16(0, -1, 0),
+                               v3s16(1, 0, 0),
+                               v3s16(-1, 0, 0),
+                               v3s16(0, 0, 1),
+                               v3s16(0, 0, -1)
+                       };
+
+                       TileSpec tiles[6];
+                       for(int i = 0; i < 6; i++)
+                       {
+                               // Handles facedir rotation for textures
+                               tiles[i] = getNodeTile(n, p, tile_dirs[i], data);
+                       }
+
+                       u16 l = getInteriorLight(n, 0, data);
+                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+
+                       v3f pos = intToFloat(p, BS);
+
+                       std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
+                       for(std::vector<aabb3f>::iterator
+                                       i = boxes.begin();
+                                       i != boxes.end(); i++)
+                       {
+                               aabb3f box = *i;
+                               box.MinEdge += pos;
+                               box.MaxEdge += pos;
+
+                               // Compute texture coords
+                               f32 tx1 = (i->MinEdge.X/BS)+0.5;
+                               f32 ty1 = (i->MinEdge.Y/BS)+0.5;
+                               f32 tz1 = (i->MinEdge.Z/BS)+0.5;
+                               f32 tx2 = (i->MaxEdge.X/BS)+0.5;
+                               f32 ty2 = (i->MaxEdge.Y/BS)+0.5;
+                               f32 tz2 = (i->MaxEdge.Z/BS)+0.5;
+                               f32 txc[24] = {
+                                       // up
+                                       tx1, 1-tz2, tx2, 1-tz1,
+                                       // down
+                                       tx1, tz1, tx2, tz2,
+                                       // right
+                                       tz1, 1-ty2, tz2, 1-ty1,
+                                       // left
+                                       1-tz2, 1-ty2, 1-tz1, 1-ty1,
+                                       // back
+                                       1-tx2, 1-ty2, 1-tx1, 1-ty1,
+                                       // front
+                                       tx1, 1-ty2, tx2, 1-ty1,
+                               };
+
+                               makeCuboid(&collector, box, tiles, 6, c, txc);
+                       }
                break;}
                }
        }