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Framed glasslike: Fix z-fighting, improve codestyle (#7826)

Increase inset distance of glass faces that is meant to avoid
z-fighting.
Note: Enabling basic shaders made the z-fighting more likely to
happen.
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paramat committed Oct 31, 2018
1 parent 34a5960 commit 4d4bfb12515cbd8f260f27951d5247676e0ba1b4
Showing with 10 additions and 7 deletions.
  1. +10 −7 src/content_mapblock.cpp
@@ -717,9 +717,9 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
bool V_merge = !(param2 & 64);
param2 &= 63;

static const float a = BS / 2;
static const float g = a - 0.003;
static const float b = .876 * ( BS / 2 );
static const float a = BS / 2.0f;
static const float g = a - 0.03f;
static const float b = 0.876f * (BS / 2.0f);

static const aabb3f frame_edges[FRAMED_EDGE_COUNT] = {
aabb3f( b, b, -a, a, a, a), // y+
@@ -751,9 +751,12 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
bool nb[FRAMED_NEIGHBOR_COUNT] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};

// 1 = check
static const bool check_nb_vertical [FRAMED_NEIGHBOR_COUNT] = {0,1,0,0,1,0, 0,0,0,0, 0,0,0,0, 0,0,0,0};
static const bool check_nb_horizontal [FRAMED_NEIGHBOR_COUNT] = {1,0,1,1,0,1, 0,0,0,0, 1,1,1,1, 0,0,0,0};
static const bool check_nb_all [FRAMED_NEIGHBOR_COUNT] = {1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1};
static const bool check_nb_vertical [FRAMED_NEIGHBOR_COUNT] =
{0,1,0,0,1,0, 0,0,0,0, 0,0,0,0, 0,0,0,0};
static const bool check_nb_horizontal [FRAMED_NEIGHBOR_COUNT] =
{1,0,1,1,0,1, 0,0,0,0, 1,1,1,1, 0,0,0,0};
static const bool check_nb_all [FRAMED_NEIGHBOR_COUNT] =
{1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1};
const bool *check_nb = check_nb_all;

// neighbours checks for frames visibility
@@ -807,7 +810,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
f->special_tiles[0].layers[0].texture) {
// Internal liquid level has param2 range 0 .. 63,
// convert it to -0.5 .. 0.5
float vlev = (param2 / 63.0) * 2.0 - 1.0;
float vlev = (param2 / 63.0f) * 2.0f - 1.0f;
getSpecialTile(0, &tile);
drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b),
-(nb[4] ? g : b),

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