Changed how the forge lighting system handles holey models for opaque blocks; it now mimics vanilla behaviour, which allows light to pass through them.
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1 changed files with 6 additions and 7 deletions
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@ -169,16 +169,15 @@ public class VertexLighterFlat extends QuadGatheringTransformer
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protected void updateLightmap(float[] normal, float[] lightmap, float x, float y, float z)
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{
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float e1 = 1 - 1e-2f;
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float e2 = 0.95f;
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BlockPos pos = blockInfo.getBlockPos();
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if(y < -e1 && normal[1] < -e2) pos = pos.down();
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if(y > e1 && normal[1] > e2) pos = pos.up();
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if(z < -e1 && normal[2] < -e2) pos = pos.north();
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if(z > e1 && normal[2] > e2) pos = pos.south();
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if(x < -e1 && normal[0] < -e2) pos = pos.west();
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if(x > e1 && normal[0] > e2) pos = pos.east();
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if(normal[1] < -e2) pos = pos.down();
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if(normal[1] > e2) pos = pos.up();
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if(normal[2] < -e2) pos = pos.north();
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if(normal[2] > e2) pos = pos.south();
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if(normal[0] < -e2) pos = pos.west();
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if(normal[0] > e2) pos = pos.east();
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int brightness = blockInfo.getBlock().getMixedBrightnessForBlock(blockInfo.getWorld(), pos);
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