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Rotate ENH_SHADE_HELD_TILES shading
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@@ -2308,10 +2308,10 @@ void TileRenderer::renderTile(Tile* tile, int data RENDER_TILE_ARG_PATCH)
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renderFaceUp (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YNEG, data));
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SHADE_IF_NEEDED(1.0f);
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renderFaceDown(tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YPOS, data));
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SHADE_IF_NEEDED(0.8f);
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SHADE_IF_NEEDED(0.6f);
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renderNorth (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_ZNEG, data));
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renderSouth (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_ZPOS, data));
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SHADE_IF_NEEDED(0.6f);
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SHADE_IF_NEEDED(0.8f);
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renderWest (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_XNEG, data));
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renderEast (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_XPOS, data));
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SHADE_IF_NEEDED(1.0f);
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@@ -2368,10 +2368,10 @@ void TileRenderer::renderTile(Tile* tile, int data RENDER_TILE_ARG_PATCH)
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renderFaceUp (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YNEG, data));
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SHADE_IF_NEEDED(1.0f);
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renderFaceDown(tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_YPOS, data));
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SHADE_IF_NEEDED(0.8f);
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SHADE_IF_NEEDED(0.6f);
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renderNorth (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_ZNEG, data));
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renderSouth (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_ZPOS, data));
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SHADE_IF_NEEDED(0.6f);
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SHADE_IF_NEEDED(0.8f);
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renderWest (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_XNEG, data));
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renderEast (tile, 0.0f, 0.0f, 0.0f, tile->getTexture(DIR_XPOS, data));
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SHADE_IF_NEEDED(1.0f);
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