]> git.lizzy.rs Git - minetest.git/blobdiff - src/content_mapblock.cpp
Add minetest.register_lbm() to run code on block load only
[minetest.git] / src / content_mapblock.cpp
index b033e484c35adf6fc1096319de0092889a26b4ba..c15b9c4240c9f7c170b86ac770c140d8174cafd0 100644 (file)
 /*
-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 General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
 #include "content_mapblock.h"
-#include "content_mapnode.h"
-#include "main.h" // For g_settings and g_texturesource
-#include "mineral.h"
-#include "mapblock_mesh.h" // For MapBlock_LightColor()
+#include "util/numeric.h"
+#include "util/directiontables.h"
+#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
 #include "settings.h"
+#include "nodedef.h"
+#include "client/tile.h"
+#include "mesh.h"
+#include <IMeshManipulator.h>
+#include "gamedef.h"
+#include "log.h"
+
 
-#ifndef SERVER
 // Create a cuboid.
-//  material  - the material to use (for all 6 faces)
 //  collector - the MeshCollector for the resulting polygons
-//  pa        - texture atlas pointer for the material
+//  box       - the position and size of the box
+//  tiles     - the tiles (materials) to use (for all 6 faces)
+//  tilecount - number of entries in tiles, 1<=tilecount<=6
 //  c         - vertex colour - used for all
-//  pos       - the position of the centre of the cuboid
-//  rz,ry,rz  - the radius of the cuboid in each dimension
 //  txc       - texture coordinates - this is a list of texture coordinates
 //              for the opposite corners of each face - therefore, there
 //              should be (2+2)*6=24 values in the list. Alternatively, pass
 //              NULL to use the entire texture for each face. The order of
-//              the faces in the list is top-backi-right-front-left-bottom
-//              If you specified 0,0,1,1 for each face, that would be the
-//              same as passing NULL.
-void makeCuboid(video::SMaterial &material, MeshCollector *collector,
-       AtlasPointer* pa, video::SColor &c,
-       v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
+//              the faces in the list is up-down-right-left-back-front
+//              (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,
+       TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc)
 {
-       f32 tu0=pa->x0();
-       f32 tu1=pa->x1();
-       f32 tv0=pa->y0();
-       f32 tv1=pa->y1();
-       f32 txus=tu1-tu0;
-       f32 txvs=tv1-tv0;
-
-       video::S3DVertex v[4] =
-       {
-               video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
-               video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
-               video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
-               video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
-       };
+       assert(tilecount >= 1 && tilecount <= 6); // pre-condition
 
-       for(int i=0;i<6;i++)
-       {
-               switch(i)
-               {
-                       case 0: // top
-                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
-                               break;
-                       case 1: // back
-                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                               v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
-                               v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                               v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                               break;
-                       case 2: //right
-                               v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                               v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                               break;
-                       case 3: // front
-                               v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
-                               break;
-                       case 4: // left
-                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
-                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                               v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
-                               break;
-                       case 5: // bottom
-                               v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                               break;
-               }
+       v3f min = box.MinEdge;
+       v3f max = box.MaxEdge;
 
-               if(txc!=NULL)
-               {
-                       v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
-                       v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
-                       v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
-                       v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
-                       txc+=4;
-               }
 
-               for(u16 i=0; i<4; i++)
-                       v[i].Pos += pos;
-               u16 indices[] = {0,1,2,2,3,0};
-               collector->append(material, v, 4, indices, 6);
 
+       if(txc == NULL) {
+               static const f32 txc_default[24] = {
+                       0,0,1,1,
+                       0,0,1,1,
+                       0,0,1,1,
+                       0,0,1,1,
+                       0,0,1,1,
+                       0,0,1,1
+               };
+               txc = txc_default;
        }
 
+       video::S3DVertex vertices[24] =
+       {
+               // up
+               video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
+               video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
+               video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
+               video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
+               // down
+               video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
+               video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
+               video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
+               video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
+               // right
+               video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
+               video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
+               video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
+               video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
+               // left
+               video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
+               video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
+               video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
+               video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
+               // back
+               video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
+               video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
+               video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
+               video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
+               // front
+               video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
+               video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
+               video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
+               video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
+       };
+
+       for(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);
+       }
 }
-#endif
 
-#ifndef SERVER
+/*
+       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()");
 
        /*
                Some settings
        */
-       bool new_style_water = g_settings->getBool("new_style_water");
-       bool new_style_leaves = g_settings->getBool("new_style_leaves");
-       //bool smooth_lighting = g_settings->getBool("smooth_lighting");
-       bool invisible_stone = g_settings->getBool("invisible_stone");
-       
-       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;
 
-       // New-style leaves material
-       video::SMaterial material_leaves1;
-       material_leaves1.setFlag(video::EMF_LIGHTING, false);
-       material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
-       material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_leaves1 = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("leaves.png"));
-       material_leaves1.setTexture(0, pa_leaves1.atlas);
-
-       // Glass material
-       video::SMaterial material_glass;
-       material_glass.setFlag(video::EMF_LIGHTING, false);
-       material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_glass.setFlag(video::EMF_FOG_ENABLE, true);
-       material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_glass = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("glass.png"));
-       material_glass.setTexture(0, pa_glass.atlas);
-
-       // Wood material
-       video::SMaterial material_wood;
-       material_wood.setFlag(video::EMF_LIGHTING, false);
-       material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_wood.setFlag(video::EMF_FOG_ENABLE, true);
-       material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_wood = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("wood.png"));
-       material_wood.setTexture(0, pa_wood.atlas);
-
-       // General ground material for special output
-       // Texture is modified just before usage
-       video::SMaterial material_general;
-       material_general.setFlag(video::EMF_LIGHTING, false);
-       material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_general.setFlag(video::EMF_FOG_ENABLE, true);
-       material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
-
-       // Papyrus material
-       video::SMaterial material_papyrus;
-       material_papyrus.setFlag(video::EMF_LIGHTING, false);
-       material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
-       material_papyrus.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_papyrus = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("papyrus.png"));
-       material_papyrus.setTexture(0, pa_papyrus.atlas);
-       
-       // Apple material
-       video::SMaterial material_apple;
-       material_apple.setFlag(video::EMF_LIGHTING, false);
-       material_apple.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_apple.setFlag(video::EMF_FOG_ENABLE, true);
-       material_apple.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_apple = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("apple.png"));
-       material_apple.setTexture(0, pa_apple.atlas);
-
-
-       // Sapling material
-       video::SMaterial material_sapling;
-       material_sapling.setFlag(video::EMF_LIGHTING, false);
-       material_sapling.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_sapling.setFlag(video::EMF_FOG_ENABLE, true);
-       material_sapling.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_sapling = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("sapling.png"));
-       material_sapling.setTexture(0, pa_sapling.atlas);
-
-
-       // junglegrass material
-       video::SMaterial material_junglegrass;
-       material_junglegrass.setFlag(video::EMF_LIGHTING, false);
-       material_junglegrass.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_junglegrass.setFlag(video::EMF_FOG_ENABLE, true);
-       material_junglegrass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_junglegrass = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("junglegrass.png"));
-       material_junglegrass.setTexture(0, pa_junglegrass.atlas);
-
-       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);
-
-               /*
-                       Add torches to mesh
-               */
-               if(n.getContent() == CONTENT_TORCH)
+               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;
+                       FATAL_ERROR("Unknown drawtype");
+                       break;
+               case NDT_AIRLIKE:
+                       break;
+               case NDT_LIQUID:
                {
-                       v3s16 dir = unpackDir(n.param2);
-                       
-                       const char *texturename = "torch.png";
-                       if(dir == v3s16(0,-1,0)){
-                               texturename = "torch_on_floor.png";
-                       } else if(dir == v3s16(0,1,0)){
-                               texturename = "torch_on_ceiling.png";
-                       // For backwards compatibility
-                       } else if(dir == v3s16(0,0,0)){
-                               texturename = "torch_on_floor.png";
-                       } else {
-                               texturename = "torch.png";
-                       }
-
-                       AtlasPointer ap = g_texturesource->getTexture(texturename);
+                       /*
+                               Add water sources to mesh if using new style
+                       */
+                       TileSpec tile_liquid = f.special_tiles[0];
+                       TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);
 
-                       // Set material
-                       video::SMaterial material;
-                       material.setFlag(video::EMF_LIGHTING, false);
-                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material.setFlag(video::EMF_FOG_ENABLE, true);
-                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                       material.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       material.setTexture(0, ap.atlas);
+                       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;
 
-                       video::SColor c(255,255,255,255);
+                       u16 l = getInteriorLight(n, 0, nodedef);
+                       video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
 
-                       // 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()),
+                       /*
+                               Generate sides
+                        */
+                       v3s16 side_dirs[4] = {
+                               v3s16(1,0,0),
+                               v3s16(-1,0,0),
+                               v3s16(0,0,1),
+                               v3s16(0,0,-1),
                        };
-
-                       for(s32 i=0; i<4; i++)
+                       for(u32 i=0; i<4; i++)
                        {
-                               if(dir == v3s16(1,0,0))
-                                       vertices[i].Pos.rotateXZBy(0);
-                               if(dir == v3s16(-1,0,0))
-                                       vertices[i].Pos.rotateXZBy(180);
-                               if(dir == v3s16(0,0,1))
-                                       vertices[i].Pos.rotateXZBy(90);
-                               if(dir == v3s16(0,0,-1))
-                                       vertices[i].Pos.rotateXZBy(-90);
-                               if(dir == v3s16(0,-1,0))
-                                       vertices[i].Pos.rotateXZBy(45);
-                               if(dir == v3s16(0,1,0))
-                                       vertices[i].Pos.rotateXZBy(-45);
+                               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);
+                               }
 
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                               u16 indices[] = {0,1,2,2,3,0};
+                               // Add to mesh collector
+                               collector.append(*current_tile, vertices, 4, indices, 6);
                        }
 
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(material, vertices, 4, indices, 6);
-               }
-               /*
-                       Signs on walls
-               */
-               else if(n.getContent() == CONTENT_SIGN_WALL)
-               {
-                       AtlasPointer ap = g_texturesource->getTexture("sign_wall.png");
-
-                       // Set material
-                       video::SMaterial material;
-                       material.setFlag(video::EMF_LIGHTING, false);
-                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material.setFlag(video::EMF_FOG_ENABLE, true);
-                       material.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       material.setTexture(0, ap.atlas);
-
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c = MapBlock_LightColor(255, l);
-                               
-                       float d = (float)BS/16;
-                       // Wall at X+ of node
+                       /*
+                               Generate top
+                        */
+                       if(top_is_same_liquid)
+                               continue;
+
                        video::S3DVertex vertices[4] =
                        {
-                               video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y1()),
-                               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.x1(), ap.y0()),
-                               video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
-                                               ap.x0(), ap.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),
                        };
 
-                       v3s16 dir = unpackDir(n.param2);
-
+                       v3f offset(p.X * BS, (p.Y + 0.5) * BS, p.Z * BS);
                        for(s32 i=0; i<4; i++)
                        {
-                               if(dir == v3s16(1,0,0))
-                                       vertices[i].Pos.rotateXZBy(0);
-                               if(dir == v3s16(-1,0,0))
-                                       vertices[i].Pos.rotateXZBy(180);
-                               if(dir == v3s16(0,0,1))
-                                       vertices[i].Pos.rotateXZBy(90);
-                               if(dir == v3s16(0,0,-1))
-                                       vertices[i].Pos.rotateXZBy(-90);
-                               if(dir == v3s16(0,-1,0))
-                                       vertices[i].Pos.rotateXYBy(-90);
-                               if(dir == v3s16(0,1,0))
-                                       vertices[i].Pos.rotateXYBy(90);
-
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                               vertices[i].Pos += offset;
                        }
 
                        u16 indices[] = {0,1,2,2,3,0};
                        // Add to mesh collector
-                       collector.append(material, vertices, 4, indices, 6);
-               }
-               /*
-                       Add flowing liquid to mesh
-               */
-               else if(content_features(n).liquid_type == LIQUID_FLOWING)
+                       collector.append(tile_liquid, vertices, 4, indices, 6);
+               break;}
+               case NDT_FLOWINGLIQUID:
                {
-                       assert(content_features(n).special_material);
-                       video::SMaterial &liquid_material =
-                                       *content_features(n).special_material;
-                       video::SMaterial &liquid_material_bfculled =
-                                       *content_features(n).special_material2;
-
-                       assert(content_features(n).special_atlas);
-                       AtlasPointer &pa_liquid1 =
-                                       *content_features(n).special_atlas;
+                       /*
+                               Add flowing liquid to mesh
+                       */
+                       TileSpec tile_liquid = f.special_tiles[0];
+                       TileSpec tile_liquid_bfculled = f.special_tiles[1];
 
                        bool top_is_same_liquid = false;
                        MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       content_t c_flowing = content_features(n).liquid_alternative_flowing;
-                       content_t c_source = content_features(n).liquid_alternative_source;
+                       content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
+                       content_t c_source = nodedef->getId(f.liquid_alternative_source);
                        if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
                                top_is_same_liquid = true;
-                       
-                       u8 l = 0;
+
+                       u16 l = 0;
+                       // If this liquid emits light and doesn't contain light, draw
+                       // it at what it emits, for an increased effect
+                       u8 light_source = nodedef->get(n).light_source;
+                       if(light_source != 0){
+                               l = decode_light(light_source);
+                               l = l | (l<<8);
+                       }
                        // Use the light of the node on top if possible
-                       if(content_features(ntop).param_type == CPT_LIGHT)
-                               l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
+                       else if(nodedef->get(ntop).param_type == CPT_LIGHT)
+                               l = getInteriorLight(ntop, 0, nodedef);
                        // Otherwise use the light of this node (the liquid)
                        else
-                               l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c = MapBlock_LightColor(
-                                       content_features(n).vertex_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),
@@ -418,10 +420,15 @@ 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
@@ -432,15 +439,15 @@ 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),
@@ -468,7 +475,7 @@ 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;
                                        }
@@ -484,7 +491,7 @@ 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;
@@ -519,15 +526,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        continue;
 
                                content_t neighbor_content = neighbor_contents[dir];
-                               ContentFeatures &n_feat = content_features(neighbor_content);
-                               
+                               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
@@ -536,22 +543,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                // Use backface culled material if neighbor doesn't have a
                                // solidness of 0
-                               video::SMaterial *current_material = &liquid_material;
+                               const TileSpec *current_tile = &tile_liquid;
                                if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
-                                       current_material = &liquid_material_bfculled;
-                               
+                                       current_tile = &tile_liquid_bfculled;
+
                                video::S3DVertex vertices[4] =
                                {
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid1.x0(), pa_liquid1.y1()),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid1.x1(), pa_liquid1.y1()),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid1.x1(), pa_liquid1.y0()),
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid1.x0(), pa_liquid1.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
@@ -569,7 +572,7 @@ 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
@@ -588,7 +591,7 @@ 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))
@@ -599,7 +602,7 @@ 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){
@@ -607,33 +610,31 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                vertices[j].Pos.Z *= 0.98;
                                        }*/
 
-                                       vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
+                                       vertices[j].Pos += intToFloat(p, BS);
                                }
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(*current_material, vertices, 4, indices, 6);
+                               collector.append(*current_tile, vertices, 4, indices, 6);
                        }
-                       
+
                        /*
                                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_liquid1.x0(), pa_liquid1.y1()),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid1.x1(), pa_liquid1.y1()),
-                                       video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_liquid1.x1(), pa_liquid1.y0()),
-                                       video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_liquid1.x0(), pa_liquid1.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),
                                };
-                               
-                               // This fixes a strange bug
+
+                               // To get backface culling right, the vertices need to go
+                               // clockwise around the front of the face. And we happened to
+                               // calculate corner levels in exact reverse order.
                                s32 corner_resolve[4] = {3,2,1,0};
 
                                for(s32 i=0; i<4; i++)
@@ -642,698 +643,965 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
                                        s32 j = corner_resolve[i];
                                        vertices[i].Pos.Y += corner_levels[j];
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                                       vertices[i].Pos += intToFloat(p, BS);
+                               }
+
+                               // Default downwards-flowing texture animation goes from
+                               // -Z towards +Z, thus the direction is +Z.
+                               // Rotate texture to make animation go in flow direction
+                               // Positive if liquid moves towards +Z
+                               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
+                               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]]);
+                               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++)
+                               {
+                                       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(liquid_material, vertices, 4, indices, 6);
+                               collector.append(tile_liquid, vertices, 4, indices, 6);
                        }
-               }
-               /*
-                       Add water sources to mesh if using new style
-               */
-               else if(content_features(n).liquid_type == LIQUID_SOURCE
-                               && new_style_water)
+               break;}
+               case NDT_GLASSLIKE:
                {
-                       assert(content_features(n).special_material);
-                       video::SMaterial &liquid_material =
-                                       *content_features(n).special_material;
-                       assert(content_features(n).special_atlas);
-                       AtlasPointer &pa_liquid1 =
-                                       *content_features(n).special_atlas;
-
-                       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;
-
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c = MapBlock_LightColor(
-                                       content_features(n).vertex_alpha, l);
-                       
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                               pa_liquid1.x0(), pa_liquid1.y1()),
-                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                               pa_liquid1.x1(), pa_liquid1.y1()),
-                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_liquid1.x1(), pa_liquid1.y0()),
-                               video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_liquid1.x0(), pa_liquid1.y0()),
-                       };
-
-                       for(s32 i=0; i<4; i++)
-                       {
-                               vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
+                       TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
 
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(liquid_material, vertices, 4, indices, 6);
-               }
-               /*
-                       Add leaves if using new style
-               */
-               else if(n.getContent() == CONTENT_LEAVES && new_style_leaves)
-               {
-                       /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       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++)
                        {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x0(), pa_leaves1.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x1(), pa_leaves1.y1()),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x1(), pa_leaves1.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x0(), pa_leaves1.y0()),
+                               // Check this neighbor
+                               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, 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),
                                };
 
-                               if(j == 0)
-                               {
+                               // Rotations in the g_6dirs format
+                               if(j == 0) // Z+
                                        for(u16 i=0; i<4; i++)
                                                vertices[i].Pos.rotateXZBy(0);
-                               }
-                               else if(j == 1)
-                               {
+                               else if(j == 1) // Y+
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(180);
-                               }
-                               else if(j == 2)
-                               {
+                                               vertices[i].Pos.rotateYZBy(-90);
+                               else if(j == 2) // X+
                                        for(u16 i=0; i<4; i++)
                                                vertices[i].Pos.rotateXZBy(-90);
-                               }
-                               else if(j == 3)
-                               {
+                               else if(j == 3) // Z-
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(90);
-                               }
-                               else if(j == 4)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(-90);
-                               }
-                               else if(j == 5)
-                               {
+                                               vertices[i].Pos.rotateXZBy(180);
+                               else if(j == 4) // Y-
                                        for(u16 i=0; i<4; i++)
                                                vertices[i].Pos.rotateYZBy(90);
-                               }
+                               else if(j == 5) // X-
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(90);
 
-                               for(u16 i=0; i<4; i++)
-                               {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                               for(u16 i=0; i<4; i++){
+                                       vertices[i].Pos += intToFloat(p, BS);
                                }
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(material_leaves1, vertices, 4, indices, 6);
+                               collector.append(tile, vertices, 4, indices, 6);
                        }
-               }
-               /*
-                       Add glass
-               */
-               else if(n.getContent() == CONTENT_GLASS)
+               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:
                {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c = MapBlock_LightColor(255, l);
+                       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)
+                       };
 
-                       for(u32 j=0; j<6; j++)
-                       {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x0(), pa_glass.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x1(), pa_glass.y1()),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x1(), pa_glass.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x0(), pa_glass.y0()),
-                               };
+                       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];
+                       }
 
-                               if(j == 0)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(0);
+                       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(j == 1)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(180);
+                       } 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;
                                }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-90);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(90);
-                               }
-                               else if(j == 4)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(-90);
-                               }
-                               else if(j == 5)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(90);
+                       }
+
+                       // 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;
                                }
+                       }
 
-                               for(u16 i=0; i<4; i++)
-                               {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                       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;
                                }
+                       }
 
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_glass, vertices, 4, indices, 6);
+                       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);
                        }
-               }
-               /*
-                       Add fence
-               */
-               else if(n.getContent() == CONTENT_FENCE)
+
+                       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);
+
+                       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);
+                       box.MinEdge += pos;
+                       box.MaxEdge += pos;
+                       makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
+               break;}
+               case NDT_ALLFACES_OPTIONAL:
+                       // This is always pre-converted to something else
+                       FATAL_ERROR("NDT_ALLFACES_OPTIONAL not pre-converted");
+                       break;
+               case NDT_TORCHLIKE:
                {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c = MapBlock_LightColor(255, l);
+                       v3s16 dir = n.getWallMountedDir(nodedef);
 
-                       const f32 post_rad=(f32)BS/10;
-                       const f32 bar_rad=(f32)BS/20;
-                       const f32 bar_len=(f32)(BS/2)-post_rad;
+                       u8 tileindex = 0;
+                       if(dir == v3s16(0,-1,0)){
+                               tileindex = 0; // floor
+                       } else if(dir == v3s16(0,1,0)){
+                               tileindex = 1; // ceiling
+                       // For backwards compatibility
+                       } else if(dir == v3s16(0,0,0)){
+                               tileindex = 0; // floor
+                       } else {
+                               tileindex = 2; // side
+                       }
 
-                       // The post - always present
-                       v3f pos = intToFloat(p+blockpos_nodes, BS);
-                       f32 postuv[24]={
-                                       0.4,0.4,0.6,0.6,
-                                       0.35,0,0.65,1,
-                                       0.35,0,0.65,1,
-                                       0.35,0,0.65,1,
-                                       0.35,0,0.65,1,
-                                       0.4,0.4,0.6,0.6};
-                       makeCuboid(material_wood, &collector,
-                               &pa_wood, c, pos,
-                               post_rad,BS/2,post_rad, postuv);
+                       TileSpec tile = getNodeTileN(n, p, tileindex, data);
+                       tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+                       tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
-                       // Now a section of fence, +X, if there's a post there
-                       v3s16 p2 = p;
-                       p2.X++;
-                       MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                       if(n2.getContent() == CONTENT_FENCE)
+                       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] =
                        {
-                               pos = intToFloat(p+blockpos_nodes, BS);
-                               pos.X += BS/2;
-                               pos.Y += BS/4;
-                               f32 xrailuv[24]={
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6};
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_len,bar_rad,bar_rad, xrailuv);
-
-                               pos.Y -= BS/2;
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_len,bar_rad,bar_rad, xrailuv);
-                       }
+                               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),
+                       };
 
-                       // Now a section of fence, +Z, if there's a post there
-                       p2 = p;
-                       p2.Z++;
-                       n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                       if(n2.getContent() == CONTENT_FENCE)
+                       for(s32 i=0; i<4; i++)
                        {
-                               pos = intToFloat(p+blockpos_nodes, BS);
-                               pos.Z += BS/2;
-                               pos.Y += BS/4;
-                               f32 zrailuv[24]={
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6};
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_rad,bar_rad,bar_len, zrailuv);
-                               pos.Y -= BS/2;
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_rad,bar_rad,bar_len, zrailuv);
+                               if(dir == v3s16(1,0,0))
+                                       vertices[i].Pos.rotateXZBy(0);
+                               if(dir == v3s16(-1,0,0))
+                                       vertices[i].Pos.rotateXZBy(180);
+                               if(dir == v3s16(0,0,1))
+                                       vertices[i].Pos.rotateXZBy(90);
+                               if(dir == v3s16(0,0,-1))
+                                       vertices[i].Pos.rotateXZBy(-90);
+                               if(dir == v3s16(0,-1,0))
+                                       vertices[i].Pos.rotateXZBy(45);
+                               if(dir == v3s16(0,1,0))
+                                       vertices[i].Pos.rotateXZBy(-45);
 
+                               vertices[i].Pos += intToFloat(p, BS);
                        }
 
-               }
-#if 1
-               /*
-                       Add stones with minerals if stone is invisible
-               */
-               else if(n.getContent() == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE)
+                       u16 indices[] = {0,1,2,2,3,0};
+                       // Add to mesh collector
+                       collector.append(tile, vertices, 4, indices, 6);
+               break;}
+               case NDT_SIGNLIKE:
                {
-                       for(u32 j=0; j<6; j++)
-                       {
-                               // NOTE: Hopefully g_6dirs[j] is the right direction...
-                               v3s16 dir = g_6dirs[j];
-                               /*u8 l = 0;
-                               MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
-                               if(content_features(n2).param_type == CPT_LIGHT)
-                                       l = decode_light(n2.getLightBlend(data->m_daynight_ratio));
-                               else
-                                       l = 255;*/
-                               u8 l = 255;
-                               video::SColor c = MapBlock_LightColor(255, l);
-                               
-                               // Get the right texture
-                               TileSpec ts = n.getTile(dir);
-                               AtlasPointer ap = ts.texture;
-                               material_general.setTexture(0, ap.atlas);
+                       TileSpec tile = getNodeTileN(n, p, 0, data);
+                       tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+                       tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
-                               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()),
-                               };
+                       u16 l = getInteriorLight(n, 0, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
-                               if(j == 0)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(0);
-                               }
-                               else if(j == 1)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(180);
-                               }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-90);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(90);
-                               }
-                               else if(j == 4)
+                       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,  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),
+                       };
 
-                               for(u16 i=0; i<4; i++)
-                               {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
+                       v3s16 dir = n.getWallMountedDir(nodedef);
 
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_general, vertices, 4, indices, 6);
+                       for(s32 i=0; i<4; i++)
+                       {
+                               if(dir == v3s16(1,0,0))
+                                       vertices[i].Pos.rotateXZBy(0);
+                               if(dir == v3s16(-1,0,0))
+                                       vertices[i].Pos.rotateXZBy(180);
+                               if(dir == v3s16(0,0,1))
+                                       vertices[i].Pos.rotateXZBy(90);
+                               if(dir == v3s16(0,0,-1))
+                                       vertices[i].Pos.rotateXZBy(-90);
+                               if(dir == v3s16(0,-1,0))
+                                       vertices[i].Pos.rotateXYBy(-90);
+                               if(dir == v3s16(0,1,0))
+                                       vertices[i].Pos.rotateXYBy(90);
+
+                               vertices[i].Pos += intToFloat(p, BS);
                        }
-               }
-#endif
-               else if(n.getContent() == CONTENT_PAPYRUS)
+
+                       u16 indices[] = {0,1,2,2,3,0};
+                       // Add to mesh collector
+                       collector.append(tile, vertices, 4, indices, 6);
+               break;}
+               case NDT_PLANTLIKE:
                {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c = MapBlock_LightColor(255, l);
+                       TileSpec tile = getNodeTileN(n, p, 0, data);
+                       tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
-                       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,-BS/2,0, 0,0,0, c,
-                                               pa_papyrus.x0(), pa_papyrus.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_papyrus.x1(), pa_papyrus.y1()),
-                                       video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
-                                               pa_papyrus.x1(), pa_papyrus.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
-                                               pa_papyrus.x0(), pa_papyrus.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);
-                               }
-                               else if(j == 1)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-45);
-                               }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(135);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-135);
+                               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);
                                }
 
-                               for(u16 i=0; i<4; i++)
+                               for (int i = 0; i < 4; i++)
                                {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                                       vertices[i].Pos *= f.visual_scale;
+                                       vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
+                                       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(material_papyrus, vertices, 4, indices, 6);
+                               collector.append(tile, vertices, 4, indices, 6);
                        }
-               }
-               else if(n.getContent() == CONTENT_JUNGLEGRASS)
+               break;}
+               case NDT_FIRELIKE:
                {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c = MapBlock_LightColor(255, l);
+                       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)
+                       };
 
-                       for(u32 j=0; j<4; j++)
-                       {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_junglegrass.x0(), pa_junglegrass.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_junglegrass.x1(), pa_junglegrass.y1()),
-                                       video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
-                                               pa_junglegrass.x1(), pa_junglegrass.y0()),
-                                       video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
-                                               pa_junglegrass.x0(), pa_junglegrass.y0()),
+                       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;
+
+                               }
+                       }
+
+                       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),
                                };
 
-                               if(j == 0)
-                               {
-                                       for(u16 i=0; i<4; i++)
+                               // 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 == 1)
-                               {
-                                       for(u16 i=0; i<4; i++)
+                                       }
+                               } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) {
+                                       for (int i = 0; i < 4; i++) {
                                                vertices[i].Pos.rotateXZBy(-45);
-                               }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(135);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-135);
+                                       }
+                               // 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++)
-                               {
-                                       vertices[i].Pos *= 1.3;
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                               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(material_junglegrass, vertices, 4, indices, 6);
+                               collector.append(tile, vertices, 4, indices, 6);
                        }
-               }
-               else if(n.getContent() == CONTENT_RAIL)
+               break;}
+               case NDT_FENCELIKE:
                {
-                       bool is_rail_x [] = { false, false };  /* x-1, x+1 */
-                       bool is_rail_z [] = { false, false };  /* z-1, z+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));
-
-                       if(n_minus_x.getContent() == CONTENT_RAIL)
-                               is_rail_x[0] = true;
-                       if(n_plus_x.getContent() == CONTENT_RAIL)
-                               is_rail_x[1] = true;
-                       if(n_minus_z.getContent() == CONTENT_RAIL)
-                               is_rail_z[0] = true;
-                       if(n_plus_z.getContent() == CONTENT_RAIL)
-                               is_rail_z[1] = true;
-
-                       int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
-
-                       // Assign textures
-                       const char *texturename = "rail.png";
-                       if(adjacencies < 2)
-                               texturename = "rail.png";
-                       else if(adjacencies == 2)
+                       TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
+                       TileSpec tile_nocrack = tile;
+                       tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
+
+                       // Put wood the right way around in the posts
+                       TileSpec tile_rot = tile;
+                       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;
+                       const f32 bar_len=(f32)(BS/2)-post_rad;
+
+                       v3f pos = intToFloat(p, BS);
+
+                       // The post - always present
+                       aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
+                       post.MinEdge += pos;
+                       post.MaxEdge += pos;
+                       f32 postuv[24]={
+                                       6/16.,6/16.,10/16.,10/16.,
+                                       6/16.,6/16.,10/16.,10/16.,
+                                       0/16.,0,4/16.,1,
+                                       4/16.,0,8/16.,1,
+                                       8/16.,0,12/16.,1,
+                                       12/16.,0,16/16.,1};
+                       makeCuboid(&collector, post, &tile_rot, 1, c, postuv);
+
+                       // Now a section of fence, +X, if there's a post there
+                       v3s16 p2 = p;
+                       p2.X++;
+                       MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+                       const ContentFeatures *f2 = &nodedef->get(n2);
+                       if(f2->drawtype == NDT_FENCELIKE)
                        {
-                               if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
-                                       texturename = "rail.png";
-                               else
-                                       texturename = "rail_curved.png";
+                               aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
+                                               bar_len+BS/2,bar_rad+BS/4,bar_rad);
+                               bar.MinEdge += pos;
+                               bar.MaxEdge += pos;
+                               f32 xrailuv[24]={
+                                       0/16.,2/16.,16/16.,4/16.,
+                                       0/16.,4/16.,16/16.,6/16.,
+                                       6/16.,6/16.,8/16.,8/16.,
+                                       10/16.,10/16.,12/16.,12/16.,
+                                       0/16.,8/16.,16/16.,10/16.,
+                                       0/16.,14/16.,16/16.,16/16.};
+                               makeCuboid(&collector, bar, &tile_nocrack, 1,
+                                               c, xrailuv);
+                               bar.MinEdge.Y -= BS/2;
+                               bar.MaxEdge.Y -= BS/2;
+                               makeCuboid(&collector, bar, &tile_nocrack, 1,
+                                               c, xrailuv);
                        }
-                       else if(adjacencies == 3)
-                               texturename = "rail_t_junction.png";
-                       else if(adjacencies == 4)
-                               texturename = "rail_crossing.png";
-                       
-                       AtlasPointer ap = g_texturesource->getTexture(texturename);
-
-                       video::SMaterial material_rail;
-                       material_rail.setFlag(video::EMF_LIGHTING, false);
-                       material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material_rail.setFlag(video::EMF_FOG_ENABLE, true);
-                       material_rail.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       material_rail.setTexture(0, ap.atlas);
-
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c = MapBlock_LightColor(255, l);
 
-                       float d = (float)BS/16;
-                       video::S3DVertex vertices[4] =
+                       // Now a section of fence, +Z, if there's a post there
+                       p2 = p;
+                       p2.Z++;
+                       n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+                       f2 = &nodedef->get(n2);
+                       if(f2->drawtype == NDT_FENCELIKE)
                        {
-                               video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y1()),
-                               video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
-                                               ap.x1(), ap.y1()),
-                               video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c,
-                                               ap.x1(), ap.y0()),
-                               video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y0()),
-                       };
+                               aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
+                                               bar_rad,bar_rad+BS/4,bar_len+BS/2);
+                               bar.MinEdge += pos;
+                               bar.MaxEdge += pos;
+                               f32 zrailuv[24]={
+                                       3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
+                                       4/16.,1/16.,6/16.,5/16., // for wood texture instead
+                                       0/16.,9/16.,16/16.,11/16.,
+                                       0/16.,6/16.,16/16.,8/16.,
+                                       6/16.,6/16.,8/16.,8/16.,
+                                       10/16.,10/16.,12/16.,12/16.};
+                               makeCuboid(&collector, bar, &tile_nocrack, 1,
+                                               c, zrailuv);
+                               bar.MinEdge.Y -= BS/2;
+                               bar.MaxEdge.Y -= BS/2;
+                               makeCuboid(&collector, bar, &tile_nocrack, 1,
+                                               c, zrailuv);
+                       }
+               break;}
+               case NDT_RAILLIKE:
+               {
+                       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();
+                       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];
 
-                       // Rotate textures
+                       // reasonable default, flat straight unrotated rail
+                       bool is_straight = true;
+                       int adjacencies = 0;
                        int angle = 0;
+                       u8 tileindex = 0;
 
-                       if(adjacencies == 1)
-                       {
-                               if(is_rail_x[0] || is_rail_x[1])
-                                       angle = 90;
+                       // check for sloped rail
+                       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 {
+                               // 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];
                        }
-                       else if(adjacencies == 2)
-                       {
-                               if(is_rail_x[0] && is_rail_x[1])
+
+                       switch (adjacencies) {
+                       case 1:
+                               if (is_rail_x_all[0] || is_rail_x_all[1])
+                                       angle = 90;
+                               break;
+                       case 2:
+                               if (!is_straight)
+                                       tileindex = 1; // curved
+                               if (is_rail_x_all[0] && is_rail_x_all[1])
                                        angle = 90;
-                               else if(is_rail_x[0] && is_rail_z[0])
+                               if (is_rail_z_all[0] && is_rail_z_all[1]) {
+                                       if (is_rail_z[4])
+                                               angle = 180;
+                               }
+                               else if (is_rail_x_all[0] && is_rail_z_all[0])
                                        angle = 270;
-                               else if(is_rail_x[0] && is_rail_z[1])
+                               else if (is_rail_x_all[0] && is_rail_z_all[1])
                                        angle = 180;
-                               else if(is_rail_x[1] && is_rail_z[1])
+                               else if (is_rail_x_all[1] && is_rail_z_all[1])
                                        angle = 90;
-                       }
-                       else if(adjacencies == 3)
-                       {
-                               if(!is_rail_x[0])
-                                       angle=0;
-                               if(!is_rail_x[1])
-                                       angle=180;
-                               if(!is_rail_z[0])
-                                       angle=90;
-                               if(!is_rail_z[1])
-                                       angle=270;
+                               break;
+                       case 3:
+                               // here is where the potential to 'switch' a junction is, but not implemented at present
+                               tileindex = 2; // t-junction
+                               if(!is_rail_x_all[1])
+                                       angle = 180;
+                               if(!is_rail_z_all[0])
+                                       angle = 90;
+                               if(!is_rail_z_all[1])
+                                       angle = 270;
+                               break;
+                       case 4:
+                               tileindex = 3; // crossing
+                               break;
+                       case 5: //sloped
+                               if (is_rail_z[4])
+                                       angle = 180;
+                               if (is_rail_x[4])
+                                       angle = 90;
+                               if (is_rail_x[5])
+                                       angle = -90;
+                               break;
+                       default:
+                               break;
                        }
 
-                       if(angle != 0) {
-                               for(u16 i=0; i<4; i++)
-                                       vertices[i].Pos.rotateXZBy(angle);
-                       }
+                       TileSpec tile = getNodeTileN(n, p, tileindex, data);
+                       tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+                       tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
-                       for(s32 i=0; i<4; i++)
-                       {
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
+                       u16 l = getInteriorLight(n, 0, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
-                       u16 indices[] = {0,1,2,2,3,0};
-                       collector.append(material_rail, vertices, 4, indices, 6);
-               }
-               else if (n.getContent() == CONTENT_LADDER) {
-                       AtlasPointer ap = g_texturesource->getTexture("ladder.png");
-                       
-                       // Set material
-                       video::SMaterial material_ladder;
-                       material_ladder.setFlag(video::EMF_LIGHTING, false);
-                       material_ladder.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material_ladder.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material_ladder.setFlag(video::EMF_FOG_ENABLE, true);
-                       material_ladder.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       material_ladder.setTexture(0, ap.atlas);
-
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(255,l,l,l);
+                       float d = (float)BS/64;
+                       float s = BS/2;
 
-                       float d = (float)BS/16;
+                       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
 
-                       // Assume wall is at X+
                        video::S3DVertex vertices[4] =
                        {
-                               video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y1()),
-                               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.x1(), ap.y0()),
-                               video::S3DVertex(BS/2-d,BS/2,-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),
                        };
 
-                       v3s16 dir = unpackDir(n.param2);
-
                        for(s32 i=0; i<4; i++)
                        {
-                               if(dir == v3s16(1,0,0))
-                                       vertices[i].Pos.rotateXZBy(0);
-                               if(dir == v3s16(-1,0,0))
-                                       vertices[i].Pos.rotateXZBy(180);
-                               if(dir == v3s16(0,0,1))
-                                       vertices[i].Pos.rotateXZBy(90);
-                               if(dir == v3s16(0,0,-1))
-                                       vertices[i].Pos.rotateXZBy(-90);
-                               if(dir == v3s16(0,-1,0))
-                                       vertices[i].Pos.rotateXYBy(-90);
-                               if(dir == v3s16(0,1,0))
-                                       vertices[i].Pos.rotateXYBy(90);
-
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                               if(angle != 0)
+                                       vertices[i].Pos.rotateXZBy(angle);
+                               vertices[i].Pos += intToFloat(p, BS);
                        }
 
                        u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(material_ladder, vertices, 4, indices, 6);
-               }
-               else if(n.getContent() == CONTENT_APPLE)
+                       collector.append(tile, vertices, 4, indices, 6);
+               break;}
+               case NDT_NODEBOX:
                {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c = MapBlock_LightColor(255, l);
+                       static const v3s16 tile_dirs[6] = {
+                               v3s16(0, 1, 0),
+                               v3s16(0, -1, 0),
+                               v3s16(1, 0, 0),
+                               v3s16(-1, 0, 0),
+                               v3s16(0, 0, 1),
+                               v3s16(0, 0, -1)
+                       };
+                       TileSpec tiles[6];
 
-                       for(u32 j=0; j<4; j++)
-                       {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_apple.x0(), pa_apple.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_apple.x1(), pa_apple.y1()),
-                                       video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
-                                               pa_apple.x1(), pa_apple.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
-                                               pa_apple.x0(), pa_apple.y0()),
-                               };
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+
+                       v3f pos = intToFloat(p, BS);
 
-                               if(j == 0)
+                       std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
+                       for(std::vector<aabb3f>::iterator
+                                       i = boxes.begin();
+                                       i != boxes.end(); ++i)
+                       {
+                       for(int j = 0; j < 6; j++)
                                {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(45);
+                               // Handles facedir rotation for textures
+                               tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
                                }
-                               else if(j == 1)
+                               aabb3f box = *i;
+                               box.MinEdge += pos;
+                               box.MaxEdge += pos;
+
+                               f32 temp;
+                               if (box.MinEdge.X > box.MaxEdge.X)
                                {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-45);
+                                       temp=box.MinEdge.X;
+                                       box.MinEdge.X=box.MaxEdge.X;
+                                       box.MaxEdge.X=temp;
                                }
-                               else if(j == 2)
+                               if (box.MinEdge.Y > box.MaxEdge.Y)
                                {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(135);
+                                       temp=box.MinEdge.Y;
+                                       box.MinEdge.Y=box.MaxEdge.Y;
+                                       box.MaxEdge.Y=temp;
                                }
-                               else if(j == 3)
+                               if (box.MinEdge.Z > box.MaxEdge.Z)
                                {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-135);
+                                       temp=box.MinEdge.Z;
+                                       box.MinEdge.Z=box.MaxEdge.Z;
+                                       box.MaxEdge.Z=temp;
                                }
 
-                               for(u16 i=0; i<4; i++)
-                               {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                               //
+                               // Compute texture coords
+                               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,
+                                       // down
+                                       tx1, tz1, tx2, tz2,
+                                       // right
+                                       tz1, 1-ty2, tz2, 1-ty1,
+                                       // left
+                                       1-tz2, 1-ty2, 1-tz1, 1-ty1,
+                                       // back
+                                       1-tx2, 1-ty2, 1-tx1, 1-ty1,
+                                       // front
+                                       tx1, 1-ty2, tx2, 1-ty1,
+                               };
+                               makeCuboid(&collector, box, tiles, 6, c, txc);
+                       }
+               break;}
+               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];
                                }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_apple, vertices, 4, indices, 6);
                        }
-               }
-               else if(n.getContent() == CONTENT_SAPLING) {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c = MapBlock_LightColor(255, l);
-
-                       for(u32 j=0; j<4; j++)
-                       {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_sapling.x0(), pa_sapling.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_sapling.x1(), pa_sapling.y1()),
-                                       video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
-                                               pa_sapling.x1(), pa_sapling.y0()),
-                                       video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
-                                               pa_sapling.x0(), pa_sapling.y0()),
-                               };
 
-                               if(j == 0)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(45);
-                               }
-                               else if(j == 1)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-45);
-                               }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(135);
+                       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(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-135);
+                       } 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);
                                }
-
-                               for(u16 i=0; i<4; i++)
-                               {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_sapling, vertices, 4, indices, 6);
+                               mesh->drop();
                        }
+               break;}
                }
        }
 }
-#endif