]> git.lizzy.rs Git - minetest.git/blobdiff - src/content_mapblock.cpp
"or" -> "||" in content_mapblock.cpp
[minetest.git] / src / content_mapblock.cpp
index 7ce4f2df49a18640f9885c406e5d82d7811cf747..d41aac81bf1250943ac4d91bdcccb641c0d3412e 100644 (file)
@@ -18,115 +18,105 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "content_mapblock.h"
-#include "content_mapnode.h"
+
 #include "main.h" // For g_settings
-#include "mineral.h"
-#include "mapblock_mesh.h" // For MapBlock_LightColor()
+#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
 #include "settings.h"
 #include "nodedef.h"
+#include "tile.h"
 #include "gamedef.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,
+       const 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] =
+       assert(tilecount >= 1 && tilecount <= 6);
+
+       v3f min = box.MinEdge;
+       v3f max = box.MaxEdge;
+
+       if(txc == NULL)
        {
-               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)
-       };
+               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;
+       }
 
-       for(int i=0;i<6;i++)
+       video::S3DVertex vertices[24] =
        {
-               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;
-               }
+               // 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]),
+       };
 
-               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(s32 j=0; j<24; j++)
+       {
+               int tileindex = MYMIN(j/4, tilecount-1);
+               vertices[j].TCoords *= tiles[tileindex].texture.size;
+               vertices[j].TCoords += tiles[tileindex].texture.pos;
+       }
 
-               for(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);
+       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
 void mapblock_mesh_generate_special(MeshMakeData *data,
-               MeshCollector &collector, IGameDef *gamedef)
+               MeshCollector &collector)
 {
-       ITextureSource *tsrc = gamedef->tsrc();
-       INodeDefManager *nodedef = gamedef->ndef();
+       INodeDefManager *nodedef = data->m_gamedef->ndef();
 
        // 0ms
        //TimeTaker timer("mapblock_mesh_generate_special()");
@@ -135,9 +125,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                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)
@@ -145,87 +132,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
        
        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 = tsrc->getTexture(
-                       tsrc->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 = tsrc->getTexture(
-                       tsrc->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 = tsrc->getTexture(
-                       tsrc->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 = tsrc->getTexture(
-                       tsrc->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 = tsrc->getTexture(
-                       tsrc->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 = tsrc->getTexture(
-                       tsrc->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 = tsrc->getTexture(
-                       tsrc->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++)
@@ -233,165 +139,84 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                v3s16 p(x,y,z);
 
                MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
-
-               /*
-                       Add torches to mesh
-               */
-               if(n.getContent() == CONTENT_TORCH)
+               const ContentFeatures &f = nodedef->get(n);
+
+               // Only solidness=0 stuff is drawn here
+               if(f.solidness != 0)
+                       continue;
+               
+               switch(f.drawtype){
+               default:
+                       infostream<<"Got "<<f.drawtype<<std::endl;
+                       assert(0);
+                       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 = tsrc->getTexture(texturename);
-
-                       // 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);
-
-                       video::SColor c(255,255,255,255);
-
-                       // 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()),
-                       };
-
-                       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.rotateXZBy(45);
-                               if(dir == v3s16(0,1,0))
-                                       vertices[i].Pos.rotateXZBy(-45);
+                       /*
+                               Add water sources to mesh if using new style
+                       */
+                       TileSpec tile_liquid = f.special_tiles[0];
+                       AtlasPointer &pa_liquid = tile_liquid.texture;
 
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
+                       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;
 
-                       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 = tsrc->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, nodedef));
-                       video::SColor c = MapBlock_LightColor(255, l);
-                               
-                       float d = (float)BS/16;
-                       // Wall at X+ of node
+                       u16 l = getInteriorLight(n, 0, data);
+                       video::SColor c = MapBlock_LightColor(f.alpha, l);
+                       
                        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,
+                                               pa_liquid.x0(), pa_liquid.y1()),
+                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+                                               pa_liquid.x1(), pa_liquid.y1()),
+                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
+                                               pa_liquid.x1(), pa_liquid.y0()),
+                               video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
+                                               pa_liquid.x0(), pa_liquid.y0()),
                        };
 
-                       v3s16 dir = unpackDir(n.param2);
-
+                       v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
                        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(nodedef->get(n).liquid_type == LIQUID_FLOWING)
+                       collector.append(tile_liquid, vertices, 4, indices, 6);
+               break;}
+               case NDT_FLOWINGLIQUID:
                {
-                       assert(nodedef->get(n).special_material);
-                       video::SMaterial &liquid_material =
-                                       *nodedef->get(n).special_material;
-                       video::SMaterial &liquid_material_bfculled =
-                                       *nodedef->get(n).special_material2;
-
-                       assert(nodedef->get(n).special_atlas);
-                       AtlasPointer &pa_liquid1 =
-                                       *nodedef->get(n).special_atlas;
+                       /*
+                               Add flowing liquid to mesh
+                       */
+                       TileSpec tile_liquid = f.special_tiles[0];
+                       TileSpec tile_liquid_bfculled = f.special_tiles[1];
+                       AtlasPointer &pa_liquid = tile_liquid.texture;
 
                        bool top_is_same_liquid = false;
                        MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       content_t c_flowing = nodedef->get(n).liquid_alternative_flowing;
-                       content_t c_source = nodedef->get(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;
                        // Use the light of the node on top if possible
                        if(nodedef->get(ntop).param_type == CPT_LIGHT)
-                               l = decode_light(ntop.getLightBlend(data->m_daynight_ratio, nodedef));
+                               l = getInteriorLight(ntop, 0, data);
                        // Otherwise use the light of this node (the liquid)
                        else
-                               l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
-                       video::SColor c = MapBlock_LightColor(
-                                       nodedef->get(n).alpha, l);
+                               l = getInteriorLight(n, 0, data);
+                       video::SColor c = MapBlock_LightColor(f.alpha, l);
                        
                        // Neighbor liquid levels (key = relative position)
                        // Includes current node
@@ -541,20 +366,20 @@ 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()),
+                                                       pa_liquid.x0(), pa_liquid.y1()),
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid1.x1(), pa_liquid1.y1()),
+                                                       pa_liquid.x1(), pa_liquid.y1()),
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid1.x1(), pa_liquid1.y0()),
+                                                       pa_liquid.x1(), pa_liquid.y0()),
                                        video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid1.x0(), pa_liquid1.y0()),
+                                                       pa_liquid.x0(), pa_liquid.y0()),
                                };
                                
                                /*
@@ -612,12 +437,12 @@ 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);
                        }
                        
                        /*
@@ -629,13 +454,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                video::S3DVertex vertices[4] =
                                {
                                        video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid1.x0(), pa_liquid1.y1()),
+                                                       pa_liquid.x0(), pa_liquid.y1()),
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_liquid1.x1(), pa_liquid1.y1()),
+                                                       pa_liquid.x1(), pa_liquid.y1()),
                                        video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_liquid1.x1(), pa_liquid1.y0()),
+                                                       pa_liquid.x1(), pa_liquid.y0()),
                                        video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_liquid1.x0(), pa_liquid1.y0()),
+                                                       pa_liquid.x0(), pa_liquid.y0()),
                                };
                                
                                // This fixes a strange bug
@@ -647,222 +472,295 @@ 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);
                                }
 
                                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(nodedef->get(n).liquid_type == LIQUID_SOURCE
-                               && new_style_water)
+               break;}
+               case NDT_GLASSLIKE:
                {
-                       assert(nodedef->get(n).special_material);
-                       video::SMaterial &liquid_material =
-                                       *nodedef->get(n).special_material;
-                       assert(nodedef->get(n).special_atlas);
-                       AtlasPointer &pa_liquid1 =
-                                       *nodedef->get(n).special_atlas;
+                       TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
+                       AtlasPointer ap = tile.texture;
 
-                       bool top_is_air = false;
-                       MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       if(n.getContent() == CONTENT_AIR)
-                               top_is_air = true;
-                       
-                       if(top_is_air == false)
-                               continue;
+                       u16 l = getInteriorLight(n, 1, data);
+                       video::SColor c = MapBlock_LightColor(255, l);
+
+                       for(u32 j=0; j<6; j++)
+                       {
+                               // Check this neighbor
+                               v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
+                               MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
+                               // Don't make face if neighbor is of same type
+                               if(n2.getContent() == n.getContent())
+                                       continue;
+
+                               // The face at Z+
+                               video::S3DVertex vertices[4] =
+                               {
+                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
+                                               ap.x0(), ap.y1()),
+                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
+                                               ap.x1(), ap.y1()),
+                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
+                                               ap.x1(), ap.y0()),
+                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
+                                               ap.x0(), ap.y0()),
+                               };
+                               
+                               // 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) // Y+
+                                       for(u16 i=0; i<4; i++)
+                                               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) // Z-
+                                       for(u16 i=0; i<4; i++)
+                                               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, BS);
+                               }
+
+                               u16 indices[] = {0,1,2,2,3,0};
+                               // Add to mesh collector
+                               collector.append(tile, vertices, 4, indices, 6);
+                       }
+               break;}
+               case NDT_ALLFACES:
+               {
+                       TileSpec tile_leaves = getNodeTile(n, p,
+                                       v3s16(0,0,0), data);
+                       AtlasPointer pa_leaves = tile_leaves.texture;
+
+                       u16 l = getInteriorLight(n, 1, data);
+                       video::SColor c = MapBlock_LightColor(255, l);
 
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
-                       video::SColor c = MapBlock_LightColor(
-                                       nodedef->get(n).alpha, l);
+                       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
+                       assert(0);
+                       break;
+               case NDT_TORCHLIKE:
+               {
+                       v3s16 dir = n.getWallMountedDir(nodedef);
                        
+                       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
+                       }
+
+                       TileSpec tile = getNodeTileN(n, p, tileindex, data);
+                       tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+                       tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+                       AtlasPointer ap = tile.texture;
+
+                       video::SColor c(255,255,255,255);
+
+                       // Wall at X+ of node
                        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,-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()),
                        };
 
                        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);
+                               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);
                        }
 
                        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)
+                       collector.append(tile, vertices, 4, indices, 6);
+               break;}
+               case NDT_SIGNLIKE:
+               {
+                       TileSpec tile = getNodeTileN(n, p, 0, data);
+                       tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+                       tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+                       AtlasPointer ap = tile.texture;
+
+                       u16 l = getInteriorLight(n, 0, data);
+                       video::SColor c = MapBlock_LightColor(255, l);
+                               
+                       float d = (float)BS/16;
+                       // Wall at X+ of node
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
+                                               ap.x0(), ap.y0()),
+                               video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
+                                               ap.x1(), ap.y0()),
+                               video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
+                                               ap.x1(), ap.y1()),
+                               video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
+                                               ap.x0(), ap.y1()),
+                       };
+
+                       v3s16 dir = n.getWallMountedDir(nodedef);
+
+                       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);
+                       }
+
+                       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(n.getLightBlend(data->m_daynight_ratio, nodedef));*/
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
+                       TileSpec tile = getNodeTileN(n, p, 0, data);
+                       tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+                       AtlasPointer ap = tile.texture;
+                       
+                       u16 l = getInteriorLight(n, 1, data);
                        video::SColor c = MapBlock_LightColor(255, l);
 
-                       for(u32 j=0; j<6; j++)
+                       for(u32 j=0; j<4; 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()),
+                                       video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
+                                               ap.x0(), ap.y1()),
+                                       video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
+                                               ap.x1(), ap.y1()),
+                                       video::S3DVertex( BS/2*f.visual_scale,
+                                               -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
+                                               ap.x1(), ap.y0()),
+                                       video::S3DVertex(-BS/2*f.visual_scale,
+                                               -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
+                                               ap.x0(), ap.y0()),
                                };
 
                                if(j == 0)
                                {
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(0);
+                                               vertices[i].Pos.rotateXZBy(45);
                                }
                                else if(j == 1)
                                {
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(180);
+                                               vertices[i].Pos.rotateXZBy(-45);
                                }
                                else if(j == 2)
                                {
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-90);
+                                               vertices[i].Pos.rotateXZBy(135);
                                }
                                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);
+                                               vertices[i].Pos.rotateXZBy(-135);
                                }
 
                                for(u16 i=0; i<4; i++)
                                {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                                       vertices[i].Pos *= f.visual_scale;
+                                       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_FENCELIKE:
                {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
-                       video::SColor c = MapBlock_LightColor(255, l);
-
-                       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()),
-                               };
-
-                               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)
-                               {
-                                       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);
-                               }
+                       TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
+                       TileSpec tile_nocrack = tile;
+                       tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
 
-                               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_glass, vertices, 4, indices, 6);
-                       }
-               }
-               /*
-                       Add fence
-               */
-               else if(n.getContent() == CONTENT_FENCE)
-               {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
+                       u16 l = getInteriorLight(n, 1, data);
                        video::SColor c = MapBlock_LightColor(255, l);
 
                        const f32 post_rad=(f32)BS/10;
                        const f32 bar_rad=(f32)BS/20;
                        const f32 bar_len=(f32)(BS/2)-post_rad;
 
+                       v3f pos = intToFloat(p, BS);
+
                        // The post - always present
-                       v3f pos = intToFloat(p+blockpos_nodes, BS);
+                       aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
+                       post.MinEdge += pos;
+                       post.MaxEdge += pos;
                        f32 postuv[24]={
+                                       0.4,0.4,0.6,0.6,
                                        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);
+                                       0.35,0,0.65,1};
+                       makeCuboid(&collector, post, &tile, 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);
-                       if(n2.getContent() == CONTENT_FENCE)
+                       const ContentFeatures *f2 = &nodedef->get(n2);
+                       if(f2->drawtype == NDT_FENCELIKE)
                        {
-                               pos = intToFloat(p+blockpos_nodes, BS);
-                               pos.X += BS/2;
-                               pos.Y += BS/4;
+                               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]={
                                        0,0.4,1,0.6,
                                        0,0.4,1,0.6,
@@ -870,25 +768,26 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        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);
+                               makeCuboid(&collector, bar, &tile_nocrack, 1,
+                                               c, xrailuv);
+                               bar.MinEdge.Y -= BS/2;
+                               bar.MaxEdge.Y -= BS/2;
+                               // TODO: no crack
+                               makeCuboid(&collector, bar, &tile_nocrack, 1,
+                                               c, xrailuv);
                        }
 
                        // 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)
+                       f2 = &nodedef->get(n2);
+                       if(f2->drawtype == NDT_FENCELIKE)
                        {
-                               pos = intToFloat(p+blockpos_nodes, BS);
-                               pos.Z += BS/2;
-                               pos.Y += BS/4;
+                               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]={
                                        0,0.4,1,0.6,
                                        0,0.4,1,0.6,
@@ -896,281 +795,174 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        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);
 
+                               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);
                        }
-
-               }
-#if 1
-               /*
-                       Add stones with minerals if stone is invisible
-               */
-               else if(n.getContent() == CONTENT_STONE && invisible_stone && n.getMineral(nodedef) != MINERAL_NONE)
-               {
-                       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(nodedef->get(n2).param_type == CPT_LIGHT)
-                                       l = decode_light(n2.getLightBlend(data->m_daynight_ratio, nodedef));
-                               else
-                                       l = 255;*/
-                               u8 l = 255;
-                               video::SColor c = MapBlock_LightColor(255, l);
-                               
-                               // Get the right texture
-                               TileSpec ts = n.getTile(dir, tsrc, nodedef);
-                               AtlasPointer ap = ts.texture;
-                               material_general.setTexture(0, ap.atlas);
-
-                               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()),
-                               };
-
-                               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)
-
-                               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_general, vertices, 4, indices, 6);
-                       }
-               }
-#endif
-               else if(n.getContent() == CONTENT_PAPYRUS)
-               {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
-                       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_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()),
-                               };
-
-                               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);
-                               }
-
-                               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_papyrus, vertices, 4, indices, 6);
-                       }
-               }
-               else if(n.getContent() == CONTENT_JUNGLEGRASS)
-               {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
-                       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_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()),
-                               };
-
-                               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);
-                               }
-
-                               for(u16 i=0; i<4; i++)
-                               {
-                                       vertices[i].Pos *= 1.3;
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_junglegrass, vertices, 4, indices, 6);
-                       }
-               }
-               else if(n.getContent() == CONTENT_RAIL)
+               break;}
+               case NDT_RAILLIKE:
                {
                        bool is_rail_x [] = { false, false };  /* x-1, x+1 */
                        bool is_rail_z [] = { false, false };  /* z-1, z+1 */
 
+                       bool is_rail_z_minus_y [] = { false, false };  /* z-1, z+1; y-1 */
+                       bool is_rail_x_minus_y [] = { false, false };  /* x-1, z+1; y-1 */
+                       bool is_rail_z_plus_y [] = { false, false };  /* z-1, z+1; y+1 */
+                       bool is_rail_x_plus_y [] = { false, false };  /* x-1, x+1; y+1 */
+
                        MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
                        MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
                        MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
                        MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
-
-                       if(n_minus_x.getContent() == CONTENT_RAIL)
+                       MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
+                       MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
+                       MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
+                       MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
+                       MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
+                       MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
+                       MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
+                       MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
+                       
+                       content_t thiscontent = n.getContent();
+                       if(n_minus_x.getContent() == thiscontent)
                                is_rail_x[0] = true;
-                       if(n_plus_x.getContent() == CONTENT_RAIL)
+                       if (n_minus_x_minus_y.getContent() == thiscontent)
+                               is_rail_x_minus_y[0] = true;
+                       if(n_minus_x_plus_y.getContent() == thiscontent)
+                               is_rail_x_plus_y[0] = true;
+
+                       if(n_plus_x.getContent() == thiscontent)
                                is_rail_x[1] = true;
-                       if(n_minus_z.getContent() == CONTENT_RAIL)
+                       if (n_plus_x_minus_y.getContent() == thiscontent)
+                               is_rail_x_minus_y[1] = true;
+                       if(n_plus_x_plus_y.getContent() == thiscontent)
+                               is_rail_x_plus_y[1] = true;
+
+                       if(n_minus_z.getContent() == thiscontent)
                                is_rail_z[0] = true;
-                       if(n_plus_z.getContent() == CONTENT_RAIL)
+                       if (n_minus_z_minus_y.getContent() == thiscontent)
+                               is_rail_z_minus_y[0] = true;
+                       if(n_minus_z_plus_y.getContent() == thiscontent)
+                               is_rail_z_plus_y[0] = true;
+
+                       if(n_plus_z.getContent() == thiscontent)
                                is_rail_z[1] = true;
+                       if (n_plus_z_minus_y.getContent() == thiscontent)
+                               is_rail_z_minus_y[1] = true;
+                       if(n_plus_z_plus_y.getContent() == thiscontent)
+                               is_rail_z_plus_y[1] = true;
+
+
+                       bool is_rail_x_all[] = {false, false};
+                       bool is_rail_z_all[] = {false, false};
+                       is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
+                       is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
+                       is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
+                       is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
 
-                       int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
+                       bool is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);//is really straight, rails on both sides
+                       int adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
+
+                       if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1]) //is straight because sloped
+                       {
+                               adjacencies = 5; //5 means sloped
+                               is_straight = true;
+                       }
 
                        // Assign textures
-                       const char *texturename = "rail.png";
+                       u8 tileindex = 0; // straight
                        if(adjacencies < 2)
-                               texturename = "rail.png";
+                               tileindex = 0; // straight
                        else if(adjacencies == 2)
                        {
-                               if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
-                                       texturename = "rail.png";
+                               if(is_straight)
+                                       tileindex = 0; // straight
                                else
-                                       texturename = "rail_curved.png";
+                                       tileindex = 1; // curved
                        }
                        else if(adjacencies == 3)
-                               texturename = "rail_t_junction.png";
+                               tileindex = 2; // t-junction
                        else if(adjacencies == 4)
-                               texturename = "rail_crossing.png";
+                               tileindex = 3; // crossing
+
+                       TileSpec tile = getNodeTileN(n, p, tileindex, data);
+                       tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+                       tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+                       AtlasPointer ap = tile.texture;
                        
-                       AtlasPointer ap = tsrc->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, nodedef));
+                       u16 l = getInteriorLight(n, 0, data);
                        video::SColor c = MapBlock_LightColor(255, l);
 
-                       float d = (float)BS/16;
+                       float d = (float)BS/64;
+                       
+                       char g=-1;
+                       if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
+                               g=1; //Object is at a slope
+
                        video::S3DVertex vertices[4] =
                        {
-                               video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y1()),
-                               video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
-                                               ap.x1(), ap.y1()),
-                               video::S3DVertex(BS/2,-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()),
+                                       video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
+                                                       ap.x0(), ap.y1()),
+                                       video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
+                                                       ap.x1(), ap.y1()),
+                                       video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c,
+                                                       ap.x1(), ap.y0()),
+                                       video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c,
+                                                       ap.x0(), ap.y0()),
                        };
 
+
                        // Rotate textures
                        int angle = 0;
 
                        if(adjacencies == 1)
                        {
-                               if(is_rail_x[0] || is_rail_x[1])
+                               if(is_rail_x_all[0] || is_rail_x_all[1])
                                        angle = 90;
                        }
-                       else if(adjacencies == 2)
+                       if(adjacencies == 2)
                        {
-                               if(is_rail_x[0] && is_rail_x[1])
+                               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 (n_minus_z_plus_y.getContent() == thiscontent) 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(adjacencies == 3)
                        {
-                               if(!is_rail_x[0])
+                               if(!is_rail_x_all[0])
                                        angle=0;
-                               if(!is_rail_x[1])
+                               if(!is_rail_x_all[1])
                                        angle=180;
-                               if(!is_rail_z[0])
+                               if(!is_rail_z_all[0])
                                        angle=90;
-                               if(!is_rail_z[1])
+                               if(!is_rail_z_all[1])
                                        angle=270;
                        }
+                       //adjacencies 4: Crossing
+                       if(adjacencies == 5) //sloped
+                       {
+                               if(is_rail_z_plus_y[0])
+                                       angle = 180;
+                               if(is_rail_x_plus_y[0])
+                                       angle = 90;
+                               if(is_rail_x_plus_y[1])
+                                       angle = -90;
+                       }
 
                        if(angle != 0) {
                                for(u16 i=0; i<4; i++)
@@ -1179,166 +971,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                        for(s32 i=0; i<4; i++)
                        {
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
-
-                       u16 indices[] = {0,1,2,2,3,0};
-                       collector.append(material_rail, vertices, 4, indices, 6);
-               }
-               else if (n.getContent() == CONTENT_LADDER) {
-                       AtlasPointer ap = tsrc->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, nodedef));
-                       video::SColor c(255,l,l,l);
-
-                       float d = (float)BS/16;
-
-                       // 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()),
-                       };
-
-                       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);
+                               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)
-               {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
-                       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_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()),
-                               };
-
-                               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);
-                               }
-
-                               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_apple, vertices, 4, indices, 6);
-                       }
-               }
-               else if(n.getContent() == CONTENT_SAPLING) {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
-                       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);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-135);
-                               }
-
-                               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);
-                       }
+                       collector.append(tile, vertices, 4, indices, 6);
+               break;}
                }
        }
 }
-#endif