From 285655a8788aefe89df608218774b8336736c1ba Mon Sep 17 00:00:00 2001
From: Kahrl <kahrl@gmx.net>
Date: Fri, 23 Jan 2015 01:01:21 +0100
Subject: [PATCH] Fix NDT_GLASSLIKE normals

Remove inventorycube() workaround for default:glass in minimal game
---
 games/minimal/mods/default/init.lua |  1 -
 src/content_mapblock.cpp            | 11 ++++++-----
 2 files changed, 6 insertions(+), 6 deletions(-)

diff --git a/games/minimal/mods/default/init.lua b/games/minimal/mods/default/init.lua
index 038bf9abc..01bf65b95 100644
--- a/games/minimal/mods/default/init.lua
+++ b/games/minimal/mods/default/init.lua
@@ -886,7 +886,6 @@ minetest.register_node("default:glass", {
 	description = "Glass",
 	drawtype = "glasslike",
 	tiles ={"default_glass.png"},
-	inventory_image = minetest.inventorycube("default_glass.png"),
 	paramtype = "light",
 	sunlight_propagates = true,
 	groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index b84b69629..9af3be789 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -756,7 +756,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 			for(u32 j=0; j<6; j++)
 			{
 				// Check this neighbor
-				v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
+				v3s16 dir = g_6dirs[j];
+				v3s16 n2p = blockpos_nodes + p + dir;
 				MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
 				// Don't make face if neighbor is of same type
 				if(n2.getContent() == n.getContent())
@@ -764,10 +765,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
 				// The face at Z+
 				video::S3DVertex vertices[4] = {
-					video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
-					video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
-					video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 0,0),
-					video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
+					video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,1),
+					video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,1),
+					video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0),
+					video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0),
 				};
 				
 				// Rotations in the g_6dirs format
-- 
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