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Plantlike: Fix visual_scale being applied squared (#5115)

Visual_scale was applied twice to plantlike by accident sometime between
2011 and 2013, squaring the requested scale value. Visual_scale is
correctly applied once in it's other uses in signlike and torchlike.

Two lines of code are removed, they also had no effect for the vast
majority of nodes with the default visual_scale of 1.0.
The texture continues to have it's base at ground level.
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paramat authored and Zeno- committed Jan 28, 2017
1 parent b7a98e9 commit 953cbb3b15997a0e7c7c32af2365cb5046a9e476
Showing with 0 additions and 2 deletions.
  1. +0 −2 src/content_mapblock.cpp
@@ -1602,8 +1602,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
}

for (int i = 0; i < 4; i++) {
vertices[i].Pos *= f.visual_scale;
vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
if (data->m_smooth_lighting)
vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS);

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