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Fix lighting quirks with stairs and slabs
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ebfe2a004b
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@ -137,17 +137,32 @@ public class IsoHDPerspective implements HDPerspective {
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mapiter = mi;
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this.isnether = isnether;
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}
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private final void updateSemitransparentLight() {
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BlockStep [] steps = { BlockStep.Y_PLUS, BlockStep.X_MINUS, BlockStep.X_PLUS,
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BlockStep.Z_MINUS, BlockStep.Z_PLUS };
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emitlevel = skylevel = 0;
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for(BlockStep s : steps) {
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mapiter.stepPosition(s);
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int v = mapiter.getBlockEmittedLight();
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if(v > emitlevel) emitlevel = v;
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v = mapiter.getBlockSkyLight();
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if(v > skylevel) skylevel = v;
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mapiter.unstepPosition(s);
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}
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}
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/**
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* Update sky and emitted light
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*/
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private final void updateLightLevel() {
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/* Look up transparency for current block */
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BlockTransparency bt = HDTextureMap.getTransparency(blocktypeid);
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if(bt == BlockTransparency.TRANSPARENT) {
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switch(bt) {
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case TRANSPARENT:
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skylevel = mapiter.getBlockSkyLight();
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emitlevel = mapiter.getBlockEmittedLight();
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}
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else if(HDTextureMap.getTransparency(lastblocktypeid) != BlockTransparency.SEMITRANSPARENT) {
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break;
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case OPAQUE:
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if(HDTextureMap.getTransparency(lastblocktypeid) != BlockTransparency.SEMITRANSPARENT) {
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mapiter.unstepPosition(laststep); /* Back up to block we entered on */
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if(mapiter.getY() < 128) {
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emitlevel = mapiter.getBlockEmittedLight();
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@ -160,17 +175,14 @@ public class IsoHDPerspective implements HDPerspective {
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}
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else {
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mapiter.unstepPosition(laststep); /* Back up to block we entered on */
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if(mapiter.getY() < 128) {
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mapiter.stepPosition(BlockStep.Y_PLUS); /* Look above */
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emitlevel = mapiter.getBlockEmittedLight();
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skylevel = mapiter.getBlockSkyLight();
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mapiter.stepPosition(BlockStep.Y_MINUS);
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} else {
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emitlevel = 0;
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skylevel = 15;
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}
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updateSemitransparentLight();
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mapiter.stepPosition(laststep);
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}
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break;
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case SEMITRANSPARENT:
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updateSemitransparentLight();
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break;
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}
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}
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/**
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* Get sky light level - only available if shader requested it
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