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Adding a bunch of new glass colors.

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1 parent 2d350f7 commit 995fdb6eb6194fcbf86f4d9385ec2630a2964f0c @emezeske emezeske committed Apr 23, 2011
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@@ -7,3 +7,16 @@
* Make new parts of the world automatically load.
* Sound!
+
+* Gaussian blurring when underwater:
+ http://www.gamedev.net/page/resources/_//feature/fprogramming/opengl-frame-buffer-object-101-r2331
+ http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
+
+* Port to Windows.
+
+* Python scripting.
+
+* Multiplayer.
+
+* Fix nasty crash:
+ tpp.c:63: __pthread_tpp_change_priority: Assertion `new_prio == -1 || (new_prio >= __sched_fifo_min_prio && new_prio <= __sched_fifo_max_prio)' failed.
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@@ -23,6 +23,11 @@ enum BlockMaterial
BLOCK_MATERIAL_TREE_LEAF,
BLOCK_MATERIAL_GLASS_CLEAR,
BLOCK_MATERIAL_GLASS_RED,
+ BLOCK_MATERIAL_GLASS_ORANGE,
+ BLOCK_MATERIAL_GLASS_YELLOW,
+ BLOCK_MATERIAL_GLASS_GREEN,
+ BLOCK_MATERIAL_GLASS_BLUE,
+ BLOCK_MATERIAL_GLASS_VIOLET,
BLOCK_MATERIAL_WATER,
NUM_BLOCK_MATERIALS
};
@@ -78,21 +83,26 @@ inline const BlockMaterialAttributes& get_block_material_attributes( const Block
static const BlockMaterialAttributes attributes[NUM_BLOCK_MATERIALS] =
{
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // | name | trans | emits | color | collision
+ // | name | trans | emits | color | collision
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- BlockMaterialAttributes( "air", true, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_NONE ),
- BlockMaterialAttributes( "grass", false, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
- BlockMaterialAttributes( "dirt", false, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
- BlockMaterialAttributes( "clay", false, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
- BlockMaterialAttributes( "mud", false, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
- BlockMaterialAttributes( "stone", false, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
- BlockMaterialAttributes( "bedrock", false, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
- BlockMaterialAttributes( "magma", false, true, Vector3f( 0.93f, 0.26f, 0.0f ), BLOCK_COLLISION_MODE_SOLID ),
- BlockMaterialAttributes( "tree-trunk", false, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
- BlockMaterialAttributes( "tree-leaf", false, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
- BlockMaterialAttributes( "glass-clear", true, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
- BlockMaterialAttributes( "glass-red", true, false, Vector3f( 1.0f, 0.0f, 0.0f ), BLOCK_COLLISION_MODE_SOLID ),
- BlockMaterialAttributes( "water", true, false, Vector3f( 0.0f, 0.0f, 1.0f ), BLOCK_COLLISION_MODE_FLUID )
+ BlockMaterialAttributes( "air", true, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_NONE ),
+ BlockMaterialAttributes( "grass", false, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
+ BlockMaterialAttributes( "dirt", false, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
+ BlockMaterialAttributes( "clay", false, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
+ BlockMaterialAttributes( "mud", false, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
+ BlockMaterialAttributes( "stone", false, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
+ BlockMaterialAttributes( "bedrock", false, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
+ BlockMaterialAttributes( "magma", false, true, Vector3f( 0.93f, 0.26f, 0.0f ), BLOCK_COLLISION_MODE_SOLID ),
+ BlockMaterialAttributes( "tree-trunk", false, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
+ BlockMaterialAttributes( "tree-leaf", false, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
+ BlockMaterialAttributes( "glass-clear", true, false, Vector3f( 1.0f, 1.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
+ BlockMaterialAttributes( "glass-red", true, false, Vector3f( 1.0f, 0.0f, 0.0f ), BLOCK_COLLISION_MODE_SOLID ),
+ BlockMaterialAttributes( "glass-orange", true, false, Vector3f( 1.0f, 0.5f, 0.0f ), BLOCK_COLLISION_MODE_SOLID ),
+ BlockMaterialAttributes( "glass-yellow", true, false, Vector3f( 1.0f, 1.0f, 0.0f ), BLOCK_COLLISION_MODE_SOLID ),
+ BlockMaterialAttributes( "glass-green", true, false, Vector3f( 0.0f, 1.0f, 0.0f ), BLOCK_COLLISION_MODE_SOLID ),
+ BlockMaterialAttributes( "glass-blue", true, false, Vector3f( 0.0f, 0.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
+ BlockMaterialAttributes( "glass-violet", true, false, Vector3f( 1.0f, 0.0f, 1.0f ), BLOCK_COLLISION_MODE_SOLID ),
+ BlockMaterialAttributes( "water", true, false, Vector3f( 0.0f, 0.0f, 1.0f ), BLOCK_COLLISION_MODE_FLUID )
};
assert( material >= 0 && material < NUM_BLOCK_MATERIALS );

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