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authorx2048 <codeforsmile@gmail.com>2022-09-04 22:15:21 +0200
committerSmallJoker <SmallJoker@users.noreply.github.com>2022-10-30 16:53:45 +0100
commita075d837524ab66cb3bd0cd1603ab00e29e205f6 (patch)
tree8a522d3af5a5bf5b3baf7ae535b761a643b30d59
parentfcd670e6f76e2fda110e80506d0ba93052f9eeed (diff)
downloadminetest-a075d837524ab66cb3bd0cd1603ab00e29e205f6.tar.xz
Use the same light level for non-solid draw types as for solid
-rw-r--r--src/client/content_mapblock.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/client/content_mapblock.cpp b/src/client/content_mapblock.cpp
index a9abbceeb..b46fde5e3 100644
--- a/src/client/content_mapblock.cpp
+++ b/src/client/content_mapblock.cpp
@@ -1131,7 +1131,7 @@ void MapblockMeshGenerator::drawPlantlikeRootedNode()
getSmoothLightFrame();
} else {
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
- light = LightPair(getInteriorLight(ntop, 1, nodedef));
+ light = LightPair(getInteriorLight(ntop, 0, nodedef));
}
drawPlantlike(true);
p.Y--;
@@ -1594,7 +1594,7 @@ void MapblockMeshGenerator::drawNode()
if (data->m_smooth_lighting)
getSmoothLightFrame();
else
- light = LightPair(getInteriorLight(n, 1, nodedef));
+ light = LightPair(getInteriorLight(n, 0, nodedef));
switch (f->drawtype) {
case NDT_FLOWINGLIQUID: drawLiquidNode(); break;
case NDT_GLASSLIKE: drawGlasslikeNode(); break;