Changed how the forge lighting system handles holey models for opaque blocks; it now mimics vanilla behaviour, which allows light to pass through them.

This commit is contained in:
RainWarrior 2015-10-29 13:14:14 +03:00
parent 4c1e3ac7db
commit 3d972a11a8

View file

@ -169,16 +169,15 @@ public class VertexLighterFlat extends QuadGatheringTransformer
protected void updateLightmap(float[] normal, float[] lightmap, float x, float y, float z)
{
float e1 = 1 - 1e-2f;
float e2 = 0.95f;
BlockPos pos = blockInfo.getBlockPos();
if(y < -e1 && normal[1] < -e2) pos = pos.down();
if(y > e1 && normal[1] > e2) pos = pos.up();
if(z < -e1 && normal[2] < -e2) pos = pos.north();
if(z > e1 && normal[2] > e2) pos = pos.south();
if(x < -e1 && normal[0] < -e2) pos = pos.west();
if(x > e1 && normal[0] > e2) pos = pos.east();
if(normal[1] < -e2) pos = pos.down();
if(normal[1] > e2) pos = pos.up();
if(normal[2] < -e2) pos = pos.north();
if(normal[2] > e2) pos = pos.south();
if(normal[0] < -e2) pos = pos.west();
if(normal[0] > e2) pos = pos.east();
int brightness = blockInfo.getBlock().getMixedBrightnessForBlock(blockInfo.getWorld(), pos);