]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_mapblock.cpp
make formspec textarea wordwrap
[dragonfireclient.git] / src / content_mapblock.cpp
index 84408e77695956a3fe5d4fe1261fbda6f508e262..3637094f99fa77ed48aa51614e424cc1bdf35fe0 100644 (file)
@@ -99,7 +99,6 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
                video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
        };
 
-       v2f t;
        for(int i = 0; i < tilecount; i++)
                                {
                                switch (tiles[i].rotation)
@@ -119,49 +118,43 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
                                                vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
                                        break;
                                case 4: //FXR90
-                                       for (int x = 0; x < 4; x++)
+                                       for (int x = 0; x < 4; x++){
+                                               vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
                                                vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
-
-                                       tiles[i].texture.pos.Y += tiles[i].texture.size.Y;
-                                       tiles[i].texture.size.Y *= -1;
+                                       }
                                        break;
                                case 5: //FXR270
-                                       for (int x = 0; x < 4; x++)
+                                       for (int x = 0; x < 4; x++){
+                                               vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
                                                vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
-                                       t=vertices[i*4].TCoords;
-                                       tiles[i].texture.pos.Y += tiles[i].texture.size.Y;
-                                       tiles[i].texture.size.Y *= -1;
+                                       }
                                        break;
                                case 6: //FYR90
-                                       for (int x = 0; x < 4; x++)
+                                       for (int x = 0; x < 4; x++){
+                                               vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
                                                vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
-                                       tiles[i].texture.pos.X += tiles[i].texture.size.X;
-                                       tiles[i].texture.size.X *= -1;
+                                       }
                                        break;
                                case 7: //FYR270
-                                       for (int x = 0; x < 4; x++)
+                                       for (int x = 0; x < 4; x++){
+                                               vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
                                                vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
-                                       tiles[i].texture.pos.X += tiles[i].texture.size.X;
-                                       tiles[i].texture.size.X *= -1;
+                                       }
                                        break;
                                case 8: //FX
-                                       tiles[i].texture.pos.Y += tiles[i].texture.size.Y;
-                                       tiles[i].texture.size.Y *= -1;
+                                       for (int x = 0; x < 4; x++){
+                                               vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
+                                       }
                                        break;
                                case 9: //FY
-                                       tiles[i].texture.pos.X += tiles[i].texture.size.X;
-                                       tiles[i].texture.size.X *= -1;
+                                       for (int x = 0; x < 4; x++){
+                                               vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+                                       }
                                        break;
                                default:
                                        break;
                                }
                        }
-               for(s32 j=0; j<24; j++)
-       {
-               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};
        // Add to mesh collector
        for(s32 j=0; j<24; j+=4)
@@ -218,7 +211,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        */
                        TileSpec tile_liquid = f.special_tiles[0];
                        TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);
-                       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));
@@ -227,7 +219,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
                                top_is_same_liquid = true;
 
-                       u16 l = getInteriorLight(n, 0, data);
+                       u16 l = getInteriorLight(n, 0, nodedef);
                        video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
 
                        /*
@@ -280,14 +272,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                video::S3DVertex vertices[4] =
                                {
-                                       video::S3DVertex(-BS/2,0,BS/2,0,0,0, c,
-                                                       pa_liquid.x0(), pa_liquid.y1()),
-                                       video::S3DVertex(BS/2,0,BS/2,0,0,0, c,
-                                                       pa_liquid.x1(), pa_liquid.y1()),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid.x1(), pa_liquid.y0()),
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid.x0(), pa_liquid.y0()),
+                                       video::S3DVertex(-BS/2,0,BS/2,0,0,0, c, 0,1),
+                                       video::S3DVertex(BS/2,0,BS/2,0,0,0, c, 1,1),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
                                };
 
                                /*
@@ -359,14 +347,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        
                        video::S3DVertex vertices[4] =
                        {
-                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                               pa_liquid.x0(), pa_liquid.y1()),
-                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                               pa_liquid.x1(), pa_liquid.y1()),
-                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_liquid.x1(), pa_liquid.y0()),
-                               video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_liquid.x0(), pa_liquid.y0()),
+                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
+                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
+                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
+                               video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
                        };
 
                        v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
@@ -386,7 +370,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        */
                        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));
@@ -406,12 +389,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        }
                        // Use the light of the node on top if possible
                        else if(nodedef->get(ntop).param_type == CPT_LIGHT)
-                               l = getInteriorLight(ntop, 0, data);
+                               l = getInteriorLight(ntop, 0, nodedef);
                        // Otherwise use the light of this node (the liquid)
                        else
-                               l = getInteriorLight(n, 0, data);
+                               l = getInteriorLight(n, 0, nodedef);
                        video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
                        
+                       u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
+
                        // Neighbor liquid levels (key = relative position)
                        // Includes current node
                        std::map<v3s16, f32> neighbor_levels;
@@ -443,9 +428,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                        if(n2.getContent() == c_source)
                                                level = (-0.5+node_liquid_level) * BS;
-                                       else if(n2.getContent() == c_flowing)
-                                               level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
-                                                               + 0.5) / (float)LIQUID_LEVEL_SOURCE * node_liquid_level) * BS;
+                                       else if(n2.getContent() == c_flowing){
+                                               u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK);
+                                               if (liquid_level <= LIQUID_LEVEL_MAX+1-range)
+                                                       liquid_level = 0;
+                                               else
+                                                       liquid_level -= (LIQUID_LEVEL_MAX+1-range);
+                                               level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS;
+                                       }
 
                                        // Check node above neighbor.
                                        // NOTE: This doesn't get executed if neighbor
@@ -566,14 +556,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                
                                video::S3DVertex vertices[4] =
                                {
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid.x0(), pa_liquid.y1()),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid.x1(), pa_liquid.y1()),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid.x1(), pa_liquid.y0()),
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid.x0(), pa_liquid.y0()),
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
                                };
                                
                                /*
@@ -647,14 +633,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        {
                                video::S3DVertex vertices[4] =
                                {
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid.x0(), pa_liquid.y1()),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid.x1(), pa_liquid.y1()),
-                                       video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_liquid.x1(), pa_liquid.y0()),
-                                       video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_liquid.x0(), pa_liquid.y0()),
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
+                                       video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
+                                       video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
                                };
                                
                                // To get backface culling right, the vertices need to go
@@ -675,48 +657,36 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                // -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]] +
+                               f32 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]] +
+                               f32 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))
+                               f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ;
+                               v2f tcoord_center(0.5, 0.5);
+                               v2f tcoord_translate(
+                                               blockpos_nodes.Z + z,
+                                               blockpos_nodes.X + x);
+                               tcoord_translate.rotateBy(tcoord_angle);
+                               tcoord_translate.X -= floor(tcoord_translate.X);
+                               tcoord_translate.Y -= floor(tcoord_translate.Y);
+
+                               for(s32 i=0; i<4; i++)
                                {
-                                       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;
+                                       vertices[i].TCoords.rotateBy(
+                                                       tcoord_angle,
+                                                       tcoord_center);
+                                       vertices[i].TCoords += tcoord_translate;
                                }
 
+                               v2f t = vertices[0].TCoords;
+                               vertices[0].TCoords = vertices[2].TCoords;
+                               vertices[2].TCoords = t;
+
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
                                collector.append(tile_liquid, vertices, 4, indices, 6);
@@ -725,9 +695,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                case NDT_GLASSLIKE:
                {
                        TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
-                       AtlasPointer ap = tile.texture;
 
-                       u16 l = getInteriorLight(n, 1, data);
+                       u16 l = getInteriorLight(n, 1, nodedef);
                        video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
                        for(u32 j=0; j<6; j++)
@@ -741,14 +710,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                // The face at Z+
                                video::S3DVertex vertices[4] = {
-                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               ap.x1(), ap.y1()),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
-                                               ap.x1(), ap.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y0()),
+                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
+                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
+                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
+                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),
                                };
                                
                                // Rotations in the g_6dirs format
@@ -793,7 +758,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        TileSpec tiles[2];
                        tiles[0] = getNodeTile(n, p, dirs[0], data);
                        tiles[1] = getNodeTile(n, p, dirs[1], data);
-                       u16 l = getInteriorLight(n, 1, data);
+                       u16 l = getInteriorLight(n, 1, nodedef);
                        video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
                        v3f pos = intToFloat(p, BS);
                        static const float a=BS/2;
@@ -910,9 +875,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                {
                        TileSpec tile_leaves = getNodeTile(n, p,
                                        v3s16(0,0,0), data);
-                       AtlasPointer pa_leaves = tile_leaves.texture;
 
-                       u16 l = getInteriorLight(n, 1, data);
+                       u16 l = getInteriorLight(n, 1, nodedef);
                        video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
                        v3f pos = intToFloat(p, BS);
@@ -945,22 +909,17 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
-                       AtlasPointer ap = tile.texture;
-
-                       u16 l = getInteriorLight(n, 1, data);
+                       u16 l = getInteriorLight(n, 1, nodedef);
                        video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
+                       float s = BS/2*f.visual_scale;
                        // Wall at X+ of node
                        video::S3DVertex vertices[4] =
                        {
-                               video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
-                                               ap.x0(), ap.y1()),
-                               video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
-                                               ap.x1(), ap.y1()),
-                               video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
-                                               ap.x1(), ap.y0()),
-                               video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
-                                               ap.x0(), ap.y0()),
+                               video::S3DVertex(-s,-s,0, 0,0,0, c, 0,1),
+                               video::S3DVertex( s,-s,0, 0,0,0, c, 1,1),
+                               video::S3DVertex( s, s,0, 0,0,0, c, 1,0),
+                               video::S3DVertex(-s, s,0, 0,0,0, c, 0,0),
                        };
 
                        for(s32 i=0; i<4; i++)
@@ -990,23 +949,19 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        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);
+                       u16 l = getInteriorLight(n, 0, nodedef);
                        video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
                                
                        float d = (float)BS/16;
+                       float s = BS/2*f.visual_scale;
                        // Wall at X+ of node
                        video::S3DVertex vertices[4] =
                        {
-                               video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y0()),
-                               video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
-                                               ap.x1(), ap.y0()),
-                               video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
-                                               ap.x1(), ap.y1()),
-                               video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y1()),
+                               video::S3DVertex(BS/2-d,  s,  s, 0,0,0, c, 0,0),
+                               video::S3DVertex(BS/2-d,  s, -s, 0,0,0, c, 1,0),
+                               video::S3DVertex(BS/2-d, -s, -s, 0,0,0, c, 1,1),
+                               video::S3DVertex(BS/2-d, -s,  s, 0,0,0, c, 0,1),
                        };
 
                        v3s16 dir = n.getWallMountedDir(nodedef);
@@ -1037,25 +992,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                {
                        TileSpec tile = getNodeTileN(n, p, 0, data);
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
-                       AtlasPointer ap = tile.texture;
                        
-                       u16 l = getInteriorLight(n, 1, data);
+                       u16 l = getInteriorLight(n, 1, nodedef);
                        video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
+                       float s = BS/2*f.visual_scale;
+
                        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,
-                                               ap.x0(), ap.y1()),
-                                       video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
-                                               ap.x1(), ap.y1()),
-                                       video::S3DVertex( BS/2*f.visual_scale,
-                                               -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
-                                               ap.x1(), ap.y0()),
-                                       video::S3DVertex(-BS/2*f.visual_scale,
-                                               -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
-                                               ap.x0(), ap.y0()),
+                                       video::S3DVertex(-s,-BS/2,      0, 0,0,0, c, 0,1),
+                                       video::S3DVertex( s,-BS/2,      0, 0,0,0, c, 1,1),
+                                       video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
+                                       video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
                                };
 
                                if(j == 0)
@@ -1088,11 +1038,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        
                        // A hack to put wood the right way around in the posts
                        ITextureSource *tsrc = data->m_gamedef->tsrc();
+                       std::string texturestring_rot = tsrc->getTextureName(
+                                       tile.texture_id) + "^[transformR90";
                        TileSpec tile_rot = tile;
-                       tile_rot.texture = tsrc->getTexture(tsrc->getTextureName(
-                                       tile.texture.id) + "^[transformR90");
-                                       
-                       u16 l = getInteriorLight(n, 1, data);
+                       tile_rot.texture = tsrc->getTexture(
+                                       texturestring_rot,
+                                       &tile_rot.texture_id);
+                       
+                       u16 l = getInteriorLight(n, 1, nodedef);
                        video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
                        const f32 post_rad=(f32)BS/8;
@@ -1341,9 +1294,7 @@ void mapblock_mesh_generate_special(MeshMakeData *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);
+                       u16 l = getInteriorLight(n, 0, nodedef);
                        video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
                        float d = (float)BS/64;
@@ -1354,14 +1305,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                        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()),
+                                       video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, 0,1),
+                                       video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, 1,1),
+                                       video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c, 1,0),
+                                       video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c, 0,0),
                        };
 
                        for(s32 i=0; i<4; i++)
@@ -1386,7 +1333,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        };
                        TileSpec tiles[6];
                        
-                       u16 l = getInteriorLight(n, 0, data);
+                       u16 l = getInteriorLight(n, 0, nodedef);
                        video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
                        v3f pos = intToFloat(p, BS);