Use the same light level for non-solid draw types as for solid

This commit is contained in:
x2048 2022-09-04 22:15:21 +02:00 committed by SmallJoker
parent fcd670e6f7
commit a075d83752

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@ -1131,7 +1131,7 @@ void MapblockMeshGenerator::drawPlantlikeRootedNode()
getSmoothLightFrame(); getSmoothLightFrame();
} else { } else {
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p); MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
light = LightPair(getInteriorLight(ntop, 1, nodedef)); light = LightPair(getInteriorLight(ntop, 0, nodedef));
} }
drawPlantlike(true); drawPlantlike(true);
p.Y--; p.Y--;
@ -1594,7 +1594,7 @@ void MapblockMeshGenerator::drawNode()
if (data->m_smooth_lighting) if (data->m_smooth_lighting)
getSmoothLightFrame(); getSmoothLightFrame();
else else
light = LightPair(getInteriorLight(n, 1, nodedef)); light = LightPair(getInteriorLight(n, 0, nodedef));
switch (f->drawtype) { switch (f->drawtype) {
case NDT_FLOWINGLIQUID: drawLiquidNode(); break; case NDT_FLOWINGLIQUID: drawLiquidNode(); break;
case NDT_GLASSLIKE: drawGlasslikeNode(); break; case NDT_GLASSLIKE: drawGlasslikeNode(); break;