actually fix the lighting of fluids (kinda) (a full fix would require a lighting comparison and taking the max of self block + neighbor bloc)
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@@ -561,7 +561,7 @@ public class RenderDataFactory {
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A &= ~0b110L; A |= getQuadTyping(Am);
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A &= ~0b110L; A |= getQuadTyping(Am);
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}
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}
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long lighter = A;
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long lighter = this.sectionData[bi];
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//if (!ModelQueries.faceUsesSelfLighting(Am, facingForward|(axis*2))) {//TODO: check this is right
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//if (!ModelQueries.faceUsesSelfLighting(Am, facingForward|(axis*2))) {//TODO: check this is right
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// lighter = this.sectionData[bi];
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// lighter = this.sectionData[bi];
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//}
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//}
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@@ -1157,7 +1157,7 @@ public class RenderDataFactory {
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A &= ~0b110L; A |= getQuadTyping(Am);
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A &= ~0b110L; A |= getQuadTyping(Am);
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}
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}
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long lighter = A;
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long lighter = this.sectionData[bi];
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//if (!ModelQueries.faceUsesSelfLighting(Am, facingForward|(axis*2))) {//TODO: check this is right
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//if (!ModelQueries.faceUsesSelfLighting(Am, facingForward|(axis*2))) {//TODO: check this is right
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// lighter = this.sectionData[bi];
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// lighter = this.sectionData[bi];
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//}
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//}
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