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-rw-r--r--games/devtest/mods/testnodes/textures.lua65
1 files changed, 5 insertions, 60 deletions
diff --git a/games/devtest/mods/testnodes/textures.lua b/games/devtest/mods/testnodes/textures.lua
index e0724c229..f6e6a0c2a 100644
--- a/games/devtest/mods/testnodes/textures.lua
+++ b/games/devtest/mods/testnodes/textures.lua
@@ -46,77 +46,22 @@ for a=1,#alphas do
tiles = {
"testnodes_alpha"..alpha..".png",
},
- use_texture_alpha = true,
+ use_texture_alpha = "blend",
groups = { dig_immediate = 3 },
})
- -- Transparency set via "alpha" parameter
+ -- Transparency set via texture modifier
minetest.register_node("testnodes:alpha_"..alpha, {
description = S("Alpha Test Node (@1)", alpha),
- -- It seems that only the liquid drawtype supports the alpha parameter
- drawtype = "liquid",
+ drawtype = "glasslike",
paramtype = "light",
tiles = {
- "testnodes_alpha.png",
+ "testnodes_alpha.png^[opacity:" .. alpha,
},
- alpha = alpha,
-
+ use_texture_alpha = "blend",
- liquidtype = "source",
- liquid_range = 0,
- liquid_viscosity = 0,
- liquid_alternative_source = "testnodes:alpha_"..alpha,
- liquid_alternative_flowing = "testnodes:alpha_"..alpha,
groups = { dig_immediate = 3 },
})
end
-
--- Bumpmapping and Parallax Occlusion
-
--- This node has a normal map which corresponds to a pyramid with sides tilted
--- by an angle of 45°, i.e. the normal map contains four vectors which point
--- diagonally away from the surface (e.g. (0.7, 0.7, 0)),
--- and the heights in the height map linearly increase towards the centre,
--- so that the surface corresponds to a simple pyramid.
--- The node can help to determine if e.g. tangent space transformations work
--- correctly.
--- If, for example, the light comes from above, then the (tilted) pyramids
--- should look like they're lit from this light direction on all node faces.
--- The white albedo texture has small black indicators which can be used to see
--- how it is transformed ingame (and thus see if there's rotation around the
--- normal vector).
-minetest.register_node("testnodes:height_pyramid", {
- description = "Bumpmapping and Parallax Occlusion Tester (height pyramid)",
- tiles = {"testnodes_height_pyramid.png"},
- groups = {dig_immediate = 3},
-})
-
--- The stairs nodes should help to validate if shading works correctly for
--- rotated nodes (which have rotated textures).
-stairs.register_stair_and_slab("height_pyramid", "experimantal:height_pyramid",
- {dig_immediate = 3},
- {"testnodes_height_pyramid.png"},
- "Bumpmapping and Parallax Occlusion Tester Stair (height pyramid)",
- "Bumpmapping and Parallax Occlusion Tester Slab (height pyramid)")
-
--- This node has a simple heightmap for parallax occlusion testing and flat
--- normalmap.
--- When parallax occlusion is enabled, the yellow scrawl should stick out of
--- the texture when viewed at an angle.
-minetest.register_node("testnodes:parallax_extruded", {
- description = "Parallax Occlusion Tester",
- tiles = {"testnodes_parallax_extruded.png"},
- groups = {dig_immediate = 3},
-})
-
--- Analogously to the height pyramid stairs nodes,
--- these nodes should help to validate if parallax occlusion works correctly for
--- rotated nodes (which have rotated textures).
-stairs.register_stair_and_slab("parallax_extruded",
- "experimantal:parallax_extruded",
- {dig_immediate = 3},
- {"testnodes_parallax_extruded.png"},
- "Parallax Occlusion Tester Stair",
- "Parallax Occlusion Tester Slab")