]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_mapblock.cpp
Document zoom_fov in settingtypes.txt and minetest.conf.example
[dragonfireclient.git] / src / content_mapblock.cpp
index 68895c396d4553ef971acb8c104e504ebdeb222b..6a83bd8f3821b47c260fd052ffd58f5348dccbbd 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 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 Lesser General Public License as published by
@@ -18,15 +18,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "content_mapblock.h"
-
-#include "main.h" // For g_settings
+#include "util/numeric.h"
+#include "util/directiontables.h"
 #include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
 #include "settings.h"
 #include "nodedef.h"
-#include "tile.h"
+#include "client/tile.h"
+#include "mesh.h"
+#include <IMeshManipulator.h>
 #include "gamedef.h"
-#include "util/numeric.h"
-#include "util/directiontables.h"
+#include "log.h"
+
 
 // Create a cuboid.
 //  collector - the MeshCollector for the resulting polygons
@@ -42,16 +44,16 @@ 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 TileSpec *tiles, int tilecount,
-       video::SColor &c, const f32* txc)
+       TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc)
 {
-       assert(tilecount >= 1 && tilecount <= 6);
+       assert(tilecount >= 1 && tilecount <= 6); // pre-condition
 
        v3f min = box.MinEdge;
        v3f max = box.MaxEdge;
 
-       if(txc == NULL)
-       {
+
+
+       if(txc == NULL) {
                static const f32 txc_default[24] = {
                        0,0,1,1,
                        0,0,1,1,
@@ -97,28 +99,88 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
                video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
        };
 
-       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;
-       }
-
+       for(int i = 0; i < 6; i++)
+                               {
+                               switch (tiles[MYMIN(i, tilecount-1)].rotation)
+                               {
+                               case 0:
+                                       break;
+                               case 1: //R90
+                                       for (int x = 0; x < 4; x++)
+                                               vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+                                       break;
+                               case 2: //R180
+                                       for (int x = 0; x < 4; x++)
+                                               vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0));
+                                       break;
+                               case 3: //R270
+                                       for (int x = 0; x < 4; x++)
+                                               vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+                                       break;
+                               case 4: //FXR90
+                                       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));
+                                       }
+                                       break;
+                               case 5: //FXR270
+                                       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));
+                                       }
+                                       break;
+                               case 6: //FYR90
+                                       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));
+                                       }
+                                       break;
+                               case 7: //FYR270
+                                       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));
+                                       }
+                                       break;
+                               case 8: //FX
+                                       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
+                                       for (int x = 0; x < 4; x++){
+                                               vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+                                       }
+                                       break;
+                               default:
+                                       break;
+                               }
+                       }
        u16 indices[] = {0,1,2,2,3,0};
-
        // Add to mesh collector
-       for(s32 j=0; j<24; j+=4)
-       {
-               int tileindex = MYMIN(j/4, tilecount-1);
-               collector->append(tiles[tileindex],
-                               vertices+j, 4, indices, 6);
+       for (s32 j = 0; j < 24; j += 4) {
+               int tileindex = MYMIN(j / 4, tilecount - 1);
+               collector->append(tiles[tileindex], vertices + j, 4, indices, 6);
        }
 }
 
+static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
+               MeshMakeData *data, MapNode n, int v, int *neighbors)
+{
+       MapNode n2 = data->m_vmanip.getNodeNoEx(p);
+       if (nodedef->nodeboxConnects(n, n2, v))
+               *neighbors |= v;
+}
+
+/*
+       TODO: Fix alpha blending for special nodes
+       Currently only the last element rendered is blended correct
+*/
 void mapblock_mesh_generate_special(MeshMakeData *data,
                MeshCollector &collector)
 {
        INodeDefManager *nodedef = data->m_gamedef->ndef();
+       scene::ISceneManager* smgr = data->m_gamedef->getSceneManager();
+       scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
 
        // 0ms
        //TimeTaker timer("mapblock_mesh_generate_special()");
@@ -126,31 +188,27 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
        /*
                Some settings
        */
-       bool new_style_water = g_settings->getBool("new_style_water");
-       
-       float node_liquid_level = 1.0;
-       if(new_style_water)
-               node_liquid_level = 0.85;
-       
+       bool enable_mesh_cache  = g_settings->getBool("enable_mesh_cache");
+
        v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
 
-       for(s16 z=0; z<MAP_BLOCKSIZE; z++)
-       for(s16 y=0; y<MAP_BLOCKSIZE; y++)
-       for(s16 x=0; x<MAP_BLOCKSIZE; x++)
+       for(s16 z = 0; z < MAP_BLOCKSIZE; z++)
+       for(s16 y = 0; y < MAP_BLOCKSIZE; y++)
+       for(s16 x = 0; x < MAP_BLOCKSIZE; x++)
        {
                v3s16 p(x,y,z);
 
-               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
+               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
                const ContentFeatures &f = nodedef->get(n);
 
                // Only solidness=0 stuff is drawn here
                if(f.solidness != 0)
                        continue;
-               
+
                switch(f.drawtype){
                default:
-                       infostream<<"Got "<<f.drawtype<<std::endl;
-                       assert(0);
+                       infostream << "Got " << f.drawtype << std::endl;
+                       FATAL_ERROR("Unknown drawtype");
                        break;
                case NDT_AIRLIKE:
                        break;
@@ -160,32 +218,144 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                Add water sources to mesh if using new style
                        */
                        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));
-                       if(n.getContent() == CONTENT_AIR)
-                               top_is_air = true;
-                       
-                       if(top_is_air == false)
+                       TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);
+
+                       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(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;
+
+                       u16 l = getInteriorLight(n, 0, nodedef);
+                       video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
+
+                       /*
+                               Generate sides
+                        */
+                       v3s16 side_dirs[4] = {
+                               v3s16(1,0,0),
+                               v3s16(-1,0,0),
+                               v3s16(0,0,1),
+                               v3s16(0,0,-1),
+                       };
+                       for(u32 i=0; i<4; i++)
+                       {
+                               v3s16 dir = side_dirs[i];
+
+                               MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
+                               content_t neighbor_content = neighbor.getContent();
+                               const ContentFeatures &n_feat = nodedef->get(neighbor_content);
+                               MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0));
+                               content_t n_top_c = n_top.getContent();
+
+                               if(neighbor_content == CONTENT_IGNORE)
+                                       continue;
+
+                               /*
+                                       If our topside is liquid and neighbor's topside
+                                       is liquid, don't draw side face
+                               */
+                               if(top_is_same_liquid && (n_top_c == c_flowing ||
+                                               n_top_c == c_source || n_top_c == CONTENT_IGNORE))
+                                       continue;
+
+                               // Don't draw face if neighbor is blocking the view
+                               if(n_feat.solidness == 2)
+                                       continue;
+
+                               bool neighbor_is_same_liquid = (neighbor_content == c_source
+                                               || neighbor_content == c_flowing);
+
+                               // Don't draw any faces if neighbor same is liquid and top is
+                               // same liquid
+                               if(neighbor_is_same_liquid && !top_is_same_liquid)
+                                       continue;
+
+                               // Use backface culled material if neighbor doesn't have a
+                               // solidness of 0
+                               const TileSpec *current_tile = &tile_liquid;
+                               if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
+                                       current_tile = &tile_liquid_bfculled;
+
+                               video::S3DVertex vertices[4] =
+                               {
+                                       video::S3DVertex(-BS/2,0,BS/2,0,0,0, c, 0,1),
+                                       video::S3DVertex(BS/2,0,BS/2,0,0,0, c, 1,1),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
+                               };
+
+                               /*
+                                       If our topside is liquid, set upper border of face
+                                       at upper border of node
+                               */
+                               if (top_is_same_liquid) {
+                                       vertices[2].Pos.Y = 0.5 * BS;
+                                       vertices[3].Pos.Y = 0.5 * BS;
+                               } else {
+                               /*
+                                       Otherwise upper position of face is liquid level
+                               */
+                                       vertices[2].Pos.Y = 0.5 * BS;
+                                       vertices[3].Pos.Y = 0.5 * BS;
+                               }
+                               /*
+                                       If neighbor is liquid, lower border of face is liquid level
+                               */
+                               if (neighbor_is_same_liquid) {
+                                       vertices[0].Pos.Y = 0.5 * BS;
+                                       vertices[1].Pos.Y = 0.5 * BS;
+                               } else {
+                               /*
+                                       If neighbor is not liquid, lower border of face is
+                                       lower border of node
+                               */
+                                       vertices[0].Pos.Y = -0.5 * BS;
+                                       vertices[1].Pos.Y = -0.5 * BS;
+                               }
+
+                               for(s32 j=0; j<4; j++)
+                               {
+                                       if(dir == v3s16(0,0,1))
+                                               vertices[j].Pos.rotateXZBy(0);
+                                       if(dir == v3s16(0,0,-1))
+                                               vertices[j].Pos.rotateXZBy(180);
+                                       if(dir == v3s16(-1,0,0))
+                                               vertices[j].Pos.rotateXZBy(90);
+                                       if(dir == v3s16(1,0,-0))
+                                               vertices[j].Pos.rotateXZBy(-90);
+
+                                       // Do this to not cause glitches when two liquids are
+                                       // side-by-side
+                                       /*if(neighbor_is_same_liquid == false){
+                                               vertices[j].Pos.X *= 0.98;
+                                               vertices[j].Pos.Z *= 0.98;
+                                       }*/
+
+                                       vertices[j].Pos += intToFloat(p, BS);
+                               }
+
+                               u16 indices[] = {0,1,2,2,3,0};
+                               // Add to mesh collector
+                               collector.append(*current_tile, vertices, 4, indices, 6);
+                       }
+
+                       /*
+                               Generate top
+                        */
+                       if(top_is_same_liquid)
                                continue;
 
-                       u16 l = getInteriorLight(n, 0, data);
-                       video::SColor c = MapBlock_LightColor(f.alpha, l);
-                       
                        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, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
+                       v3f offset(p.X * BS, (p.Y + 0.5) * BS, p.Z * BS);
                        for(s32 i=0; i<4; i++)
                        {
                                vertices[i].Pos += offset;
@@ -202,7 +372,6 @@ 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));
@@ -210,29 +379,30 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        content_t c_source = nodedef->getId(f.liquid_alternative_source);
                        if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
                                top_is_same_liquid = true;
-                       
+
                        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
                        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);
-                       video::SColor c = MapBlock_LightColor(f.alpha, l);
-                       
+                               l = getInteriorLight(n, 0, nodedef);
+                       video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
+
+                       u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
+
                        // Neighbor liquid levels (key = relative position)
                        // Includes current node
-                       core::map<v3s16, f32> neighbor_levels;
-                       core::map<v3s16, content_t> neighbor_contents;
-                       core::map<v3s16, u8> neighbor_flags;
+                       std::map<v3s16, f32> neighbor_levels;
+                       std::map<v3s16, content_t> neighbor_contents;
+                       std::map<v3s16, u8> neighbor_flags;
                        const u8 neighborflag_top_is_same_liquid = 0x01;
                        v3s16 neighbor_dirs[9] = {
                                v3s16(0,0,0),
@@ -258,10 +428,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        content = n2.getContent();
 
                                        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) / 8.0 * node_liquid_level) * BS;
+                                               level = 0.5 * 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) * BS;
+                                       }
 
                                        // Check node above neighbor.
                                        // NOTE: This doesn't get executed if neighbor
@@ -272,15 +447,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                        n2.getContent() == c_flowing)
                                                flags |= neighborflag_top_is_same_liquid;
                                }
-                               
-                               neighbor_levels.insert(neighbor_dirs[i], level);
-                               neighbor_contents.insert(neighbor_dirs[i], content);
-                               neighbor_flags.insert(neighbor_dirs[i], flags);
+
+                               neighbor_levels[neighbor_dirs[i]] = level;
+                               neighbor_contents[neighbor_dirs[i]] = content;
+                               neighbor_flags[neighbor_dirs[i]] = flags;
                        }
 
                        // Corner heights (average between four liquids)
                        f32 corner_levels[4];
-                       
+
                        v3s16 halfdirs[4] = {
                                v3s16(0,0,0),
                                v3s16(1,0,0),
@@ -308,7 +483,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        // Source is always the same height
                                        else if(content == c_source)
                                        {
-                                               cornerlevel = (-0.5+node_liquid_level)*BS;
+                                               cornerlevel = 0.5 * BS;
                                                valid_count = 1;
                                                break;
                                        }
@@ -324,7 +499,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        }
                                }
                                if(air_count >= 2)
-                                       cornerlevel = -0.5*BS;
+                                       cornerlevel = -0.5*BS+0.2;
                                else if(valid_count > 0)
                                        cornerlevel /= valid_count;
                                corner_levels[i] = cornerlevel;
@@ -360,14 +535,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                content_t neighbor_content = neighbor_contents[dir];
                                const ContentFeatures &n_feat = nodedef->get(neighbor_content);
-                               
+
                                // Don't draw face if neighbor is blocking the view
                                if(n_feat.solidness == 2)
                                        continue;
-                               
+
                                bool neighbor_is_same_liquid = (neighbor_content == c_source
                                                || neighbor_content == c_flowing);
-                               
+
                                // Don't draw any faces if neighbor same is liquid and top is
                                // same liquid
                                if(neighbor_is_same_liquid == true
@@ -379,19 +554,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                const TileSpec *current_tile = &tile_liquid;
                                if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
                                        current_tile = &tile_liquid_bfculled;
-                               
+
                                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),
                                };
-                               
+
                                /*
                                        If our topside is liquid, set upper border of face
                                        at upper border of node
@@ -409,7 +580,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
                                        vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
                                }
-                               
+
                                /*
                                        If neighbor is liquid, lower border of face is corner
                                        liquid levels
@@ -428,7 +599,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        vertices[0].Pos.Y = -0.5*BS;
                                        vertices[1].Pos.Y = -0.5*BS;
                                }
-                               
+
                                for(s32 j=0; j<4; j++)
                                {
                                        if(dir == v3s16(0,0,1))
@@ -439,7 +610,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                vertices[j].Pos.rotateXZBy(90);
                                        if(dir == v3s16(1,0,-0))
                                                vertices[j].Pos.rotateXZBy(-90);
-                                               
+
                                        // Do this to not cause glitches when two liquids are
                                        // side-by-side
                                        /*if(neighbor_is_same_liquid == false){
@@ -454,25 +625,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                // Add to mesh collector
                                collector.append(*current_tile, vertices, 4, indices, 6);
                        }
-                       
+
                        /*
                                Generate top side, if appropriate
                        */
-                       
+
                        if(top_is_same_liquid == false)
                        {
                                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
                                // clockwise around the front of the face. And we happened to
                                // calculate corner levels in exact reverse order.
@@ -486,53 +653,41 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        vertices[i].Pos.Y += corner_levels[j];
                                        vertices[i].Pos += intToFloat(p, BS);
                                }
-                               
-                               // Default downwards-flowing texture animation goes from 
+
+                               // 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]] +
+                               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);
@@ -541,33 +696,28 @@ 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);
-                       video::SColor c = MapBlock_LightColor(255, l);
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        for(u32 j=0; j<6; j++)
                        {
                                // Check this neighbor
-                               v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
+                               v3s16 dir = g_6dirs[j];
+                               v3s16 n2p = blockpos_nodes + p + dir;
                                MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
                                // Don't make face if neighbor is of same type
                                if(n2.getContent() == n.getContent())
                                        continue;
 
                                // 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 vertices[4] = {
+                                       video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,1),
+                                       video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,1),
+                                       video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0),
+                                       video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0),
                                };
-                               
+
                                // Rotations in the g_6dirs format
                                if(j == 0) // Z+
                                        for(u16 i=0; i<4; i++)
@@ -597,14 +747,251 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                collector.append(tile, vertices, 4, indices, 6);
                        }
                break;}
+               case NDT_GLASSLIKE_FRAMED_OPTIONAL:
+                       // This is always pre-converted to something else
+                       FATAL_ERROR("NDT_GLASSLIKE_FRAMED_OPTIONAL not pre-converted as expected");
+                       break;
+               case NDT_GLASSLIKE_FRAMED:
+               {
+                       static const v3s16 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)
+                       };
+
+                       u8 i;
+                       TileSpec tiles[6];
+                       for (i = 0; i < 6; i++)
+                               tiles[i] = getNodeTile(n, p, dirs[i], data);
+
+                       TileSpec glass_tiles[6];
+                       if (tiles[1].texture && tiles[2].texture && tiles[3].texture) {
+                               glass_tiles[0] = tiles[2];
+                               glass_tiles[1] = tiles[3];
+                               glass_tiles[2] = tiles[1];
+                               glass_tiles[3] = tiles[1];
+                               glass_tiles[4] = tiles[1];
+                               glass_tiles[5] = tiles[1];
+                       } else {
+                               for (i = 0; i < 6; i++)
+                                       glass_tiles[i] = tiles[1];
+                       }
+
+                       u8 param2 = n.getParam2();
+                       bool H_merge = ! bool(param2 & 128);
+                       bool V_merge = ! bool(param2 & 64);
+                       param2  = param2 & 63;
+
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+                       v3f pos = intToFloat(p, BS);
+                       static const float a = BS / 2;
+                       static const float g = a - 0.003;
+                       static const float b = .876 * ( BS / 2 );
+
+                       static const aabb3f frame_edges[12] = {
+                               aabb3f( b, b,-a, a, a, a), // y+
+                               aabb3f(-a, b,-a,-b, a, a), // y+
+                               aabb3f( b,-a,-a, a,-b, a), // y-
+                               aabb3f(-a,-a,-a,-b,-b, a), // y-
+                               aabb3f( b,-a, b, a, a, a), // x+
+                               aabb3f( b,-a,-a, a, a,-b), // x+
+                               aabb3f(-a,-a, b,-b, a, a), // x-
+                               aabb3f(-a,-a,-a,-b, a,-b), // x-
+                               aabb3f(-a, b, b, a, a, a), // z+
+                               aabb3f(-a,-a, b, a,-b, a), // z+
+                               aabb3f(-a,-a,-a, a,-b,-b), // z-
+                               aabb3f(-a, b,-a, a, a,-b)  // z-
+                       };
+                       static const aabb3f glass_faces[6] = {
+                               aabb3f(-g, g,-g, g, g, g), // y+
+                               aabb3f(-g,-g,-g, g,-g, g), // y-
+                               aabb3f( g,-g,-g, g, g, g), // x+
+                               aabb3f(-g,-g,-g,-g, g, g), // x-
+                               aabb3f(-g,-g, g, g, g, g), // z+
+                               aabb3f(-g,-g,-g, g, g,-g)  // z-
+                       };
+
+                       // table of node visible faces, 0 = invisible
+                       int visible_faces[6] = {0,0,0,0,0,0};
+
+                       // table of neighbours, 1 = same type, checked with g_26dirs
+                       int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
+
+                       // g_26dirs to check when only horizontal merge is allowed
+                       int nb_H_dirs[8] = {0,2,3,5,10,11,12,13};
+
+                       content_t current = n.getContent();
+                       content_t n2c;
+                       MapNode n2;
+                       v3s16 n2p;
+
+                       // neighbours checks for frames visibility
+
+                       if (!H_merge && V_merge) {
+                               n2p = blockpos_nodes + p + g_26dirs[1];
+                               n2 = data->m_vmanip.getNodeNoEx(n2p);
+                               n2c = n2.getContent();
+                               if (n2c == current || n2c == CONTENT_IGNORE)
+                                       nb[1] = 1;
+                               n2p = blockpos_nodes + p + g_26dirs[4];
+                               n2 = data->m_vmanip.getNodeNoEx(n2p);
+                               n2c = n2.getContent();
+                               if (n2c == current || n2c == CONTENT_IGNORE)
+                                       nb[4] = 1;
+                       } else if (H_merge && !V_merge) {
+                               for(i = 0; i < 8; i++) {
+                                       n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]];
+                                       n2 = data->m_vmanip.getNodeNoEx(n2p);
+                                       n2c = n2.getContent();
+                                       if (n2c == current || n2c == CONTENT_IGNORE)
+                                               nb[nb_H_dirs[i]] = 1;
+                               }
+                       } else if (H_merge && V_merge) {
+                               for(i = 0; i < 18; i++) {
+                                       n2p = blockpos_nodes + p + g_26dirs[i];
+                                       n2 = data->m_vmanip.getNodeNoEx(n2p);
+                                       n2c = n2.getContent();
+                                       if (n2c == current || n2c == CONTENT_IGNORE)
+                                               nb[i] = 1;
+                               }
+                       }
+
+                       // faces visibility checks
+
+                       if (!V_merge) {
+                               visible_faces[0] = 1;
+                               visible_faces[1] = 1;
+                       } else {
+                               for(i = 0; i < 2; i++) {
+                                       n2p = blockpos_nodes + p + dirs[i];
+                                       n2 = data->m_vmanip.getNodeNoEx(n2p);
+                                       n2c = n2.getContent();
+                                       if (n2c != current)
+                                               visible_faces[i] = 1;
+                               }
+                       }
+
+                       if (!H_merge) {
+                               visible_faces[2] = 1;
+                               visible_faces[3] = 1;
+                               visible_faces[4] = 1;
+                               visible_faces[5] = 1;
+                       } else {
+                               for(i = 2; i < 6; i++) {
+                                       n2p = blockpos_nodes + p + dirs[i];
+                                       n2 = data->m_vmanip.getNodeNoEx(n2p);
+                                       n2c = n2.getContent();
+                                       if (n2c != current)
+                                               visible_faces[i] = 1;
+                               }
+                       }
+
+                       static const u8 nb_triplet[12*3] = {
+                               1,2, 7,  1,5, 6,  4,2,15,  4,5,14,
+                               2,0,11,  2,3,13,  5,0,10,  5,3,12,
+                               0,1, 8,  0,4,16,  3,4,17,  3,1, 9
+                       };
+
+                       f32 tx1, ty1, tz1, tx2, ty2, tz2;
+                       aabb3f box;
+
+                       for(i = 0; i < 12; i++)
+                       {
+                               int edge_invisible;
+                               if (nb[nb_triplet[i*3+2]])
+                                       edge_invisible = nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
+                               else
+                                       edge_invisible = nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
+                               if (edge_invisible)
+                                       continue;
+                               box = frame_edges[i];
+                               box.MinEdge += pos;
+                               box.MaxEdge += pos;
+                               tx1 = (box.MinEdge.X / BS) + 0.5;
+                               ty1 = (box.MinEdge.Y / BS) + 0.5;
+                               tz1 = (box.MinEdge.Z / BS) + 0.5;
+                               tx2 = (box.MaxEdge.X / BS) + 0.5;
+                               ty2 = (box.MaxEdge.Y / BS) + 0.5;
+                               tz2 = (box.MaxEdge.Z / BS) + 0.5;
+                               f32 txc1[24] = {
+                                       tx1,   1-tz2,   tx2, 1-tz1,
+                                       tx1,     tz1,   tx2,   tz2,
+                                       tz1,   1-ty2,   tz2, 1-ty1,
+                                       1-tz2, 1-ty2, 1-tz1, 1-ty1,
+                                       1-tx2, 1-ty2, 1-tx1, 1-ty1,
+                                       tx1,   1-ty2,   tx2, 1-ty1,
+                               };
+                               makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
+                       }
+
+                       for(i = 0; i < 6; i++)
+                       {
+                               if (!visible_faces[i])
+                                       continue;
+                               box = glass_faces[i];
+                               box.MinEdge += pos;
+                               box.MaxEdge += pos;
+                               tx1 = (box.MinEdge.X / BS) + 0.5;
+                               ty1 = (box.MinEdge.Y / BS) + 0.5;
+                               tz1 = (box.MinEdge.Z / BS) + 0.5;
+                               tx2 = (box.MaxEdge.X / BS) + 0.5;
+                               ty2 = (box.MaxEdge.Y / BS) + 0.5;
+                               tz2 = (box.MaxEdge.Z / BS) + 0.5;
+                               f32 txc2[24] = {
+                                       tx1,   1-tz2,   tx2, 1-tz1,
+                                       tx1,     tz1,   tx2,   tz2,
+                                       tz1,   1-ty2,   tz2, 1-ty1,
+                                       1-tz2, 1-ty2, 1-tz1, 1-ty1,
+                                       1-tx2, 1-ty2, 1-tx1, 1-ty1,
+                                       tx1,   1-ty2,   tx2, 1-ty1,
+                               };
+                               makeCuboid(&collector, box, &glass_tiles[i], 1, c, txc2);
+                       }
+
+                       if (param2 > 0 && f.special_tiles[0].texture) {
+                               // Interior volume level is in range 0 .. 63,
+                               // convert it to -0.5 .. 0.5
+                               float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0);
+                               TileSpec interior_tiles[6];
+                               for (i = 0; i < 6; i++)
+                                       interior_tiles[i] = f.special_tiles[0];
+                               float offset = 0.003;
+                               box = aabb3f(visible_faces[3] ? -b : -a + offset,
+                                                        visible_faces[1] ? -b : -a + offset,
+                                                        visible_faces[5] ? -b : -a + offset,
+                                                        visible_faces[2] ? b : a - offset,
+                                                        visible_faces[0] ? b * vlev : a * vlev - offset,
+                                                        visible_faces[4] ? b : a - offset);
+                               box.MinEdge += pos;
+                               box.MaxEdge += pos;
+                               tx1 = (box.MinEdge.X / BS) + 0.5;
+                               ty1 = (box.MinEdge.Y / BS) + 0.5;
+                               tz1 = (box.MinEdge.Z / BS) + 0.5;
+                               tx2 = (box.MaxEdge.X / BS) + 0.5;
+                               ty2 = (box.MaxEdge.Y / BS) + 0.5;
+                               tz2 = (box.MaxEdge.Z / BS) + 0.5;
+                               f32 txc3[24] = {
+                                       tx1,   1-tz2,   tx2, 1-tz1,
+                                       tx1,     tz1,   tx2,   tz2,
+                                       tz1,   1-ty2,   tz2, 1-ty1,
+                                       1-tz2, 1-ty2, 1-tz1, 1-ty1,
+                                       1-tx2, 1-ty2, 1-tx1, 1-ty1,
+                                       tx1,   1-ty2,   tx2, 1-ty1,
+                               };
+                               makeCuboid(&collector, box, interior_tiles, 6, c,  txc3);
+                       }
+               break;}
                case NDT_ALLFACES:
                {
                        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);
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        v3f pos = intToFloat(p, BS);
                        aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
@@ -614,12 +1001,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                break;}
                case NDT_ALLFACES_OPTIONAL:
                        // This is always pre-converted to something else
-                       assert(0);
+                       FATAL_ERROR("NDT_ALLFACES_OPTIONAL not pre-converted");
                        break;
                case NDT_TORCHLIKE:
                {
                        v3s16 dir = n.getWallMountedDir(nodedef);
-                       
+
                        u8 tileindex = 0;
                        if(dir == v3s16(0,-1,0)){
                                tileindex = 0; // floor
@@ -636,21 +1023,17 @@ 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;
-
-                       video::SColor c(255,255,255,255);
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, 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++)
@@ -680,23 +1063,19 @@ 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);
-                       video::SColor c = MapBlock_LightColor(255, l);
-                               
+                       u16 l = getInteriorLight(n, 0, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, 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);
@@ -727,55 +1106,171 @@ 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);
-                       video::SColor c = MapBlock_LightColor(255, l);
 
-                       for(u32 j=0; j<4; j++)
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+
+                       float s = BS / 2 * f.visual_scale;
+
+                       for (int 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)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(45);
+                               float rotate_degree = 0;
+                               if (f.param_type_2 == CPT2_DEGROTATE)
+                                       rotate_degree = n.param2 * 2;
+
+                               if (j == 0) {
+                                       for(u16 i = 0; i < 4; i++)
+                                               vertices[i].Pos.rotateXZBy(46 + rotate_degree);
+                               } else if (j == 1) {
+                                       for(u16 i = 0; i < 4; i++)
+                                               vertices[i].Pos.rotateXZBy(-44 + rotate_degree);
                                }
-                               else if(j == 1)
+
+                               for (int i = 0; i < 4; i++)
                                {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-45);
+                                       vertices[i].Pos *= f.visual_scale;
+                                       vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
+                                       vertices[i].Pos += intToFloat(p, BS);
                                }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(135);
+
+                               u16 indices[] = {0, 1, 2, 2, 3, 0};
+                               // Add to mesh collector
+                               collector.append(tile, vertices, 4, indices, 6);
+                       }
+               break;}
+               case NDT_FIRELIKE:
+               {
+                       TileSpec tile = getNodeTileN(n, p, 0, data);
+                       tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+
+                       float s = BS / 2 * f.visual_scale;
+
+                       content_t current = n.getContent();
+                       content_t n2c;
+                       MapNode n2;
+                       v3s16 n2p;
+
+                       static const v3s16 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)
+                       };
+
+                       int doDraw[6] = {0, 0, 0, 0, 0, 0};
+
+                       bool drawAllFaces = true;
+
+                       // Check for adjacent nodes
+                       for (int i = 0; i < 6; i++) {
+                               n2p = blockpos_nodes + p + dirs[i];
+                               n2 = data->m_vmanip.getNodeNoEx(n2p);
+                               n2c = n2.getContent();
+                               if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
+                                       doDraw[i] = 1;
+                                       if (drawAllFaces)
+                                               drawAllFaces = false;
+
                                }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-135);
+                       }
+
+                       for (int j = 0; j < 6; j++) {
+
+                               video::S3DVertex vertices[4] = {
+                                       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),
+                               };
+
+                               // Calculate which faces should be drawn, (top or sides)
+                               if (j == 0 && (drawAllFaces ||
+                                               (doDraw[3] == 1 || doDraw[1] == 1))) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(90);
+                                               vertices[i].Pos.rotateXYBy(-10);
+                                               vertices[i].Pos.X -= 4.0;
+                                       }
+                               } else if (j == 1 && (drawAllFaces ||
+                                               (doDraw[5] == 1 || doDraw[1] == 1))) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(180);
+                                               vertices[i].Pos.rotateYZBy(10);
+                                               vertices[i].Pos.Z -= 4.0;
+                                       }
+                               } else if (j == 2 && (drawAllFaces ||
+                                               (doDraw[2] == 1 || doDraw[1] == 1))) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(270);
+                                               vertices[i].Pos.rotateXYBy(10);
+                                               vertices[i].Pos.X += 4.0;
+                                       }
+                               } else if (j == 3 && (drawAllFaces ||
+                                               (doDraw[4] == 1 || doDraw[1] == 1))) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateYZBy(-10);
+                                               vertices[i].Pos.Z += 4.0;
+                                       }
+                               // Center cross-flames
+                               } else if (j == 4 && (drawAllFaces || doDraw[1] == 1)) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(45);
+                                       }
+                               } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(-45);
+                                       }
+                               // Render flames on bottom of node above
+                               } else if (j == 0 && doDraw[0] == 1 && doDraw[1] == 0) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateYZBy(70);
+                                               vertices[i].Pos.rotateXZBy(90);
+                                               vertices[i].Pos.Y += 4.84;
+                                               vertices[i].Pos.X -= 4.7;
+                                       }
+                               } else if (j == 1 && doDraw[0] == 1 && doDraw[1] == 0) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateYZBy(70);
+                                               vertices[i].Pos.rotateXZBy(180);
+                                               vertices[i].Pos.Y += 4.84;
+                                               vertices[i].Pos.Z -= 4.7;
+                                       }
+                               } else if (j == 2 && doDraw[0] == 1 && doDraw[1] == 0) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateYZBy(70);
+                                               vertices[i].Pos.rotateXZBy(270);
+                                               vertices[i].Pos.Y += 4.84;
+                                               vertices[i].Pos.X += 4.7;
+                                       }
+                               } else if (j == 3 && doDraw[0] == 1 && doDraw[1] == 0) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateYZBy(70);
+                                               vertices[i].Pos.Y += 4.84;
+                                               vertices[i].Pos.Z += 4.7;
+                                       }
+                               } else {
+                                       // Skip faces that aren't adjacent to a node
+                                       continue;
                                }
 
-                               for(u16 i=0; i<4; i++)
-                               {
+                               for (int i = 0; i < 4; i++) {
                                        vertices[i].Pos *= f.visual_scale;
                                        vertices[i].Pos += intToFloat(p, BS);
                                }
 
-                               u16 indices[] = {0,1,2,2,3,0};
+                               u16 indices[] = {0, 1, 2, 2, 3, 0};
                                // Add to mesh collector
                                collector.append(tile, vertices, 4, indices, 6);
                        }
@@ -785,15 +1280,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        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();
+
+                       // Put wood the right way around in the posts
                        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);
+                       tile_rot.rotation = 1;
+
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        const f32 post_rad=(f32)BS/8;
                        const f32 bar_rad=(f32)BS/16;
@@ -868,62 +1361,42 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                break;}
                case NDT_RAILLIKE:
                {
-                       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));
-                       
+                       bool is_rail_x[6]; /* (-1,-1,0) X (1,-1,0) (-1,0,0) X (1,0,0) (-1,1,0) X (1,1,0) */
+                       bool is_rail_z[6];
+
                        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];
+                       std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind
+                       int self_group = ((ItemGroupList) nodedef->get(n).groups)[groupname];
+
+                       u8 index = 0;
+                       for (s8 y0 = -1; y0 <= 1; y0++) {
+                               // Prevent from indexing never used coordinates
+                               for (s8 xz = -1; xz <= 1; xz++) {
+                                       if (xz == 0)
+                                               continue;
+                                       MapNode n_xy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x + xz, y + y0, z));
+                                       MapNode n_zy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y + y0, z + xz));
+                                       ContentFeatures def_xy = nodedef->get(n_xy);
+                                       ContentFeatures def_zy = nodedef->get(n_zy);
+
+                                       // Check if current node would connect with the rail
+                                       is_rail_x[index] = ((def_xy.drawtype == NDT_RAILLIKE
+                                                       && ((ItemGroupList) def_xy.groups)[groupname] == self_group)
+                                                       || n_xy.getContent() == thiscontent);
+
+                                       is_rail_z[index] = ((def_zy.drawtype == NDT_RAILLIKE
+                                                       && ((ItemGroupList) def_zy.groups)[groupname] == self_group)
+                                                       || n_zy.getContent() == thiscontent);
+                                       index++;
+                               }
+                       }
+
+                       bool is_rail_x_all[2]; // [0] = negative x, [1] = positive x coordinate from the current node position
+                       bool is_rail_z_all[2];
+                       is_rail_x_all[0] = is_rail_x[0] || is_rail_x[2] || is_rail_x[4];
+                       is_rail_x_all[1] = is_rail_x[1] || is_rail_x[3] || is_rail_x[5];
+                       is_rail_z_all[0] = is_rail_z[0] || is_rail_z[2] || is_rail_z[4];
+                       is_rail_z_all[1] = is_rail_z[1] || is_rail_z[3] || is_rail_z[5];
 
                        // reasonable default, flat straight unrotated rail
                        bool is_straight = true;
@@ -932,13 +1405,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        u8 tileindex = 0;
 
                        // 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])
-                       {
-                               adjacencies = 5; //5 means sloped
+                       if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) {
+                               adjacencies = 5; // 5 means sloped
                                is_straight = true; // sloped is always straight
-                       }
-                       else
-                       {
+                       } else {
                                // 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];
@@ -946,43 +1416,44 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                        switch (adjacencies) {
                        case 1:
-                               if(is_rail_x_all[0] || is_rail_x_all[1])
+                               if (is_rail_x_all[0] || is_rail_x_all[1])
                                        angle = 90;
                                break;
                        case 2:
-                               if(!is_straight)
+                               if (!is_straight)
                                        tileindex = 1; // curved
-                               if(is_rail_x_all[0] && is_rail_x_all[1])
+                               if (is_rail_x_all[0] && is_rail_x_all[1])
                                        angle = 90;
-                               if(is_rail_z_all[0] && is_rail_z_all[1]){
-                                       if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180;
+                               if (is_rail_z_all[0] && is_rail_z_all[1]) {
+                                       if (is_rail_z[4])
+                                               angle = 180;
                                }
-                               else if(is_rail_x_all[0] && is_rail_z_all[0])
+                               else if (is_rail_x_all[0] && is_rail_z_all[0])
                                        angle = 270;
-                               else if(is_rail_x_all[0] && is_rail_z_all[1])
+                               else if (is_rail_x_all[0] && is_rail_z_all[1])
                                        angle = 180;
-                               else if(is_rail_x_all[1] && is_rail_z_all[1])
+                               else if (is_rail_x_all[1] && is_rail_z_all[1])
                                        angle = 90;
                                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;
+                                       angle = 180;
                                if(!is_rail_z_all[0])
-                                       angle=90;
+                                       angle = 90;
                                if(!is_rail_z_all[1])
-                                       angle=270;
+                                       angle = 270;
                                break;
                        case 4:
                                tileindex = 3; // crossing
                                break;
                        case 5: //sloped
-                               if(is_rail_z_plus_y[0])
+                               if (is_rail_z[4])
                                        angle = 180;
-                               if(is_rail_x_plus_y[0])
+                               if (is_rail_x[4])
                                        angle = 90;
-                               if(is_rail_x_plus_y[1])
+                               if (is_rail_x[5])
                                        angle = -90;
                                break;
                        default:
@@ -993,27 +1464,22 @@ 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);
-                       video::SColor c = MapBlock_LightColor(255, l);
+                       u16 l = getInteriorLight(n, 0, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, 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
+                       float s = BS/2;
+
+                       short g = -1;
+                       if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5])
+                               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()),
+                                       video::S3DVertex(-s,  -s+d,-s,  0,0,0,  c,0,1),
+                                       video::S3DVertex( s,  -s+d,-s,  0,0,0,  c,1,1),
+                                       video::S3DVertex( s, g*s+d, s,  0,0,0,  c,1,0),
+                                       video::S3DVertex(-s, g*s+d, s,  0,0,0,  c,0,0),
                        };
 
                        for(s32 i=0; i<4; i++)
@@ -1036,35 +1502,86 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                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);
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        v3f pos = intToFloat(p, BS);
 
-                       std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
+                       int neighbors = 0;
+
+                       // locate possible neighboring nodes to connect to
+                       if (f.node_box.type == NODEBOX_CONNECTED) {
+                               v3s16 p2 = p;
+
+                               p2.Y++;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 1, &neighbors);
+
+                               p2 = p;
+                               p2.Y--;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 2, &neighbors);
+
+                               p2 = p;
+                               p2.Z--;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 4, &neighbors);
+
+                               p2 = p;
+                               p2.X--;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 8, &neighbors);
+
+                               p2 = p;
+                               p2.Z++;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 16, &neighbors);
+
+                               p2 = p;
+                               p2.X++;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 32, &neighbors);
+                       }
+
+                       std::vector<aabb3f> boxes;
+                       n.getNodeBoxes(nodedef, &boxes, neighbors);
                        for(std::vector<aabb3f>::iterator
                                        i = boxes.begin();
-                                       i != boxes.end(); i++)
+                                       i != boxes.end(); ++i)
                        {
+                       for(int j = 0; j < 6; j++)
+                               {
+                               // Handles facedir rotation for textures
+                               tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
+                               }
                                aabb3f box = *i;
                                box.MinEdge += pos;
                                box.MaxEdge += pos;
 
+                               f32 temp;
+                               if (box.MinEdge.X > box.MaxEdge.X)
+                               {
+                                       temp=box.MinEdge.X;
+                                       box.MinEdge.X=box.MaxEdge.X;
+                                       box.MaxEdge.X=temp;
+                               }
+                               if (box.MinEdge.Y > box.MaxEdge.Y)
+                               {
+                                       temp=box.MinEdge.Y;
+                                       box.MinEdge.Y=box.MaxEdge.Y;
+                                       box.MaxEdge.Y=temp;
+                               }
+                               if (box.MinEdge.Z > box.MaxEdge.Z)
+                               {
+                                       temp=box.MinEdge.Z;
+                                       box.MinEdge.Z=box.MaxEdge.Z;
+                                       box.MaxEdge.Z=temp;
+                               }
+
+                               //
                                // 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 tx1 = (box.MinEdge.X/BS)+0.5;
+                               f32 ty1 = (box.MinEdge.Y/BS)+0.5;
+                               f32 tz1 = (box.MinEdge.Z/BS)+0.5;
+                               f32 tx2 = (box.MaxEdge.X/BS)+0.5;
+                               f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
+                               f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
                                f32 txc[24] = {
                                        // up
                                        tx1, 1-tz2, tx2, 1-tz1,
@@ -1079,10 +1596,50 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        // front
                                        tx1, 1-ty2, tx2, 1-ty1,
                                };
-
                                makeCuboid(&collector, box, tiles, 6, c, txc);
                        }
                break;}
+               case NDT_MESH:
+               {
+                       v3f pos = intToFloat(p, BS);
+                       video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source);
+
+                       u8 facedir = 0;
+                       if (f.param_type_2 == CPT2_FACEDIR) {
+                               facedir = n.getFaceDir(nodedef);
+                       } else if (f.param_type_2 == CPT2_WALLMOUNTED) {
+                               //convert wallmounted to 6dfacedir.
+                               //when cache enabled, it is already converted
+                               facedir = n.getWallMounted(nodedef);
+                               if (!enable_mesh_cache) {
+                                       static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2};
+                                       facedir = wm_to_6d[facedir];
+                               }
+                       }
+
+                       if (f.mesh_ptr[facedir]) {
+                               // use cached meshes
+                               for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
+                                       scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
+                                       collector.append(getNodeTileN(n, p, j, data),
+                                               (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
+                                               buf->getIndices(), buf->getIndexCount(), pos, c);
+                               }
+                       } else if (f.mesh_ptr[0]) {
+                               // no cache, clone and rotate mesh
+                               scene::IMesh* mesh = cloneMesh(f.mesh_ptr[0]);
+                               rotateMeshBy6dFacedir(mesh, facedir);
+                               recalculateBoundingBox(mesh);
+                               meshmanip->recalculateNormals(mesh, true, false);
+                               for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
+                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+                                       collector.append(getNodeTileN(n, p, j, data),
+                                               (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
+                                               buf->getIndices(), buf->getIndexCount(), pos, c);
+                               }
+                               mesh->drop();
+                       }
+               break;}
                }
        }
 }