]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_mapblock.cpp
Fix flipped textures for drawtype "glasslike"
[dragonfireclient.git] / src / content_mapblock.cpp
index e224f0b0603e803d943e64a1f1c6ca121bf96eea..9cdf426be9218ae60682d7894e234864cedced26 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
@@ -42,14 +42,16 @@ 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,
+       TileSpec *tiles, int tilecount,
        video::SColor &c, const f32* txc)
 {
        assert(tilecount >= 1 && tilecount <= 6);
 
        v3f min = box.MinEdge;
        v3f max = box.MaxEdge;
-
        if(txc == NULL)
        {
                static const f32 txc_default[24] = {
@@ -97,15 +99,63 @@ 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 < tilecount; i++)
+                               {
+                               switch (tiles[i].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)
        {
@@ -160,32 +210,150 @@ 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;
+                       TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);
 
-                       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)
-                               continue;
+                       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, data);
+                       u16 l = getInteriorLight(n, 0, nodedef);
                        video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(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;
+                               }
+                               /*
+                                       Otherwise upper position of face is liquid level
+                               */
+                               else
+                               {
+                                       vertices[2].Pos.Y = (node_liquid_level-0.5)*BS;
+                                       vertices[3].Pos.Y = (node_liquid_level-0.5)*BS;
+                               }
+                               /*
+                                       If neighbor is liquid, lower border of face is liquid level
+                               */
+                               if(neighbor_is_same_liquid)
+                               {
+                                       vertices[0].Pos.Y = (node_liquid_level-0.5)*BS;
+                                       vertices[1].Pos.Y = (node_liquid_level-0.5)*BS;
+                               }
+                               /*
+                                       If neighbor is not liquid, lower border of face is
+                                       lower border of node
+                               */
+                               else
+                               {
+                                       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;
                        
                        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*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
                        for(s32 i=0; i<4; i++)
                        {
                                vertices[i].Pos += offset;
@@ -202,7 +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));
@@ -222,17 +389,19 @@ 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
-                       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),
@@ -259,9 +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
@@ -273,9 +447,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                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)
@@ -324,7 +498,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        }
                                }
                                if(air_count >= 2)
-                                       cornerlevel = -0.5*BS+0.1;
+                                       cornerlevel = -0.5*BS+0.2;
                                else if(valid_count > 0)
                                        cornerlevel /= valid_count;
                                corner_levels[i] = cornerlevel;
@@ -382,14 +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),
                                };
                                
                                /*
@@ -463,14 +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
@@ -491,48 +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);
@@ -541,9 +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++)
@@ -556,16 +709,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        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, 0,0,0, c, 1,1),
+                                       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, 0,0),
+                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
                                };
                                
                                // Rotations in the g_6dirs format
@@ -597,13 +745,246 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                collector.append(tile, vertices, 4, indices, 6);
                        }
                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, decode_light(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){
+                               // 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);
+                       u16 l = getInteriorLight(n, 1, nodedef);
                        video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
                        v3f pos = intToFloat(p, BS);
@@ -636,22 +1017,17 @@ 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++)
@@ -681,23 +1057,19 @@ 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);
@@ -728,25 +1100,20 @@ 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)
@@ -779,11 +1146,14 @@ 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;
@@ -879,34 +1249,81 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
                        MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
                        MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
-                       
+
                        content_t thiscontent = n.getContent();
-                       if(n_minus_x.getContent() == thiscontent)
+                       std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind
+                       bool self_connect_to_raillike = ((ItemGroupList) nodedef->get(n).groups)[groupname] != 0;
+
+                       if ((nodedef->get(n_minus_x).drawtype == NDT_RAILLIKE
+                                       && ((ItemGroupList) nodedef->get(n_minus_x).groups)[groupname] != 0
+                                       && self_connect_to_raillike)
+                                       || n_minus_x.getContent() == thiscontent)
                                is_rail_x[0] = true;
-                       if (n_minus_x_minus_y.getContent() == thiscontent)
+
+                       if ((nodedef->get(n_minus_x_minus_y).drawtype == NDT_RAILLIKE
+                                       && ((ItemGroupList) nodedef->get(n_minus_x_minus_y).groups)[groupname] != 0
+                                       && self_connect_to_raillike)
+                                       || n_minus_x_minus_y.getContent() == thiscontent)
                                is_rail_x_minus_y[0] = true;
-                       if(n_minus_x_plus_y.getContent() == thiscontent)
+
+                       if ((nodedef->get(n_minus_x_plus_y).drawtype == NDT_RAILLIKE
+                                       && ((ItemGroupList) nodedef->get(n_minus_x_plus_y).groups)[groupname] != 0
+                                       && self_connect_to_raillike)
+                                       || n_minus_x_plus_y.getContent() == thiscontent)
                                is_rail_x_plus_y[0] = true;
 
-                       if(n_plus_x.getContent() == thiscontent)
+                       if ((nodedef->get(n_plus_x).drawtype == NDT_RAILLIKE
+                                       && ((ItemGroupList) nodedef->get(n_plus_x).groups)[groupname] != 0
+                                       && self_connect_to_raillike)
+                                       || n_plus_x.getContent() == thiscontent)
                                is_rail_x[1] = true;
-                       if (n_plus_x_minus_y.getContent() == thiscontent)
+
+                       if ((nodedef->get(n_plus_x_minus_y).drawtype == NDT_RAILLIKE
+                                       && ((ItemGroupList) nodedef->get(n_plus_x_minus_y).groups)[groupname] != 0
+                                       && self_connect_to_raillike)
+                                       || n_plus_x_minus_y.getContent() == thiscontent)
                                is_rail_x_minus_y[1] = true;
-                       if(n_plus_x_plus_y.getContent() == thiscontent)
+
+                       if ((nodedef->get(n_plus_x_plus_y).drawtype == NDT_RAILLIKE
+                                       && ((ItemGroupList) nodedef->get(n_plus_x_plus_y).groups)[groupname] != 0
+                                       && self_connect_to_raillike)
+                                       || n_plus_x_plus_y.getContent() == thiscontent)
                                is_rail_x_plus_y[1] = true;
 
-                       if(n_minus_z.getContent() == thiscontent)
+                       if ((nodedef->get(n_minus_z).drawtype == NDT_RAILLIKE
+                                       && ((ItemGroupList) nodedef->get(n_minus_z).groups)[groupname] != 0
+                                       && self_connect_to_raillike)
+                                       || n_minus_z.getContent() == thiscontent)
                                is_rail_z[0] = true;
-                       if (n_minus_z_minus_y.getContent() == thiscontent)
+
+                       if ((nodedef->get(n_minus_z_minus_y).drawtype == NDT_RAILLIKE
+                                       && ((ItemGroupList) nodedef->get(n_minus_z_minus_y).groups)[groupname] != 0
+                                       && self_connect_to_raillike)
+                                       || n_minus_z_minus_y.getContent() == thiscontent)
                                is_rail_z_minus_y[0] = true;
-                       if(n_minus_z_plus_y.getContent() == thiscontent)
+
+                       if ((nodedef->get(n_minus_z_plus_y).drawtype == NDT_RAILLIKE
+                                       && ((ItemGroupList) nodedef->get(n_minus_z_plus_y).groups)[groupname] != 0
+                                       && self_connect_to_raillike)
+                                       || n_minus_z_plus_y.getContent() == thiscontent)
                                is_rail_z_plus_y[0] = true;
 
-                       if(n_plus_z.getContent() == thiscontent)
+                       if ((nodedef->get(n_plus_z).drawtype == NDT_RAILLIKE
+                                       && ((ItemGroupList) nodedef->get(n_plus_z).groups)[groupname] != 0
+                                       && self_connect_to_raillike)
+                                       || n_plus_z.getContent() == thiscontent)
                                is_rail_z[1] = true;
-                       if (n_plus_z_minus_y.getContent() == thiscontent)
+
+                       if ((nodedef->get(n_plus_z_minus_y).drawtype == NDT_RAILLIKE
+                                       && ((ItemGroupList) nodedef->get(n_plus_z_minus_y).groups)[groupname] != 0
+                                       && self_connect_to_raillike)
+                                       || n_plus_z_minus_y.getContent() == thiscontent)
                                is_rail_z_minus_y[1] = true;
-                       if(n_plus_z_plus_y.getContent() == thiscontent)
+
+                       if ((nodedef->get(n_plus_z_plus_y).drawtype == NDT_RAILLIKE
+                                       && ((ItemGroupList) nodedef->get(n_plus_z_plus_y).groups)[groupname] != 0
+                                       && self_connect_to_raillike)
+                                       || n_plus_z_plus_y.getContent() == thiscontent)
                                is_rail_z_plus_y[1] = true;
 
                        bool is_rail_x_all[] = {false, false};
@@ -946,7 +1363,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                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_plus_y[0])
+                                               angle = 180;
                                }
                                else if(is_rail_x_all[0] && is_rail_z_all[0])
                                        angle = 270;
@@ -984,9 +1402,7 @@ 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;
@@ -997,14 +1413,10 @@ 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++)
@@ -1027,15 +1439,9 @@ 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);
+                       
+                       u16 l = getInteriorLight(n, 0, nodedef);
                        video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
                        v3f pos = intToFloat(p, BS);
@@ -1045,17 +1451,43 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        i = boxes.begin();
                                        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,
@@ -1070,7 +1502,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        // front
                                        tx1, 1-ty2, tx2, 1-ty1,
                                };
-
                                makeCuboid(&collector, box, tiles, 6, c, txc);
                        }
                break;}