continue;
u16 l = getInteriorLight(n, 0, data);
- video::SColor c = MapBlock_LightColor(f.alpha, l);
+ video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
video::S3DVertex vertices[4] =
{
// Otherwise use the light of this node (the liquid)
else
l = getInteriorLight(n, 0, data);
- video::SColor c = MapBlock_LightColor(f.alpha, l);
+ video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
// Neighbor liquid levels (key = relative position)
// Includes current node
AtlasPointer ap = tile.texture;
u16 l = getInteriorLight(n, 1, data);
- video::SColor c = MapBlock_LightColor(255, l);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
for(u32 j=0; j<6; j++)
{
AtlasPointer pa_leaves = tile_leaves.texture;
u16 l = getInteriorLight(n, 1, data);
- video::SColor c = MapBlock_LightColor(255, l);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
v3f pos = intToFloat(p, BS);
aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
AtlasPointer ap = tile.texture;
- video::SColor c(255,255,255,255);
+ u16 l = getInteriorLight(n, 1, data);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
// Wall at X+ of node
video::S3DVertex vertices[4] =
AtlasPointer ap = tile.texture;
u16 l = getInteriorLight(n, 0, data);
- video::SColor c = MapBlock_LightColor(255, l);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
float d = (float)BS/16;
// Wall at X+ of node
AtlasPointer ap = tile.texture;
u16 l = getInteriorLight(n, 1, data);
- video::SColor c = MapBlock_LightColor(255, l);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
for(u32 j=0; j<4; j++)
{
tile.texture.id) + "^[transformR90");
u16 l = getInteriorLight(n, 1, data);
- video::SColor c = MapBlock_LightColor(255, l);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
const f32 post_rad=(f32)BS/8;
const f32 bar_rad=(f32)BS/16;
AtlasPointer ap = tile.texture;
u16 l = getInteriorLight(n, 0, data);
- video::SColor c = MapBlock_LightColor(255, l);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
float d = (float)BS/64;
}
u16 l = getInteriorLight(n, 0, data);
- video::SColor c = MapBlock_LightColor(255, l);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
v3f pos = intToFloat(p, BS);