Where are the tiles in a glasslike_framed node?

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theFox
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Where are the tiles in a glasslike_framed node?

by theFox » Post

I have this storage tank but I can't figure where the specified tiles end up on the rendered node.
I found this in the documentation:
"tiles={frame,glass,+Y,-Y,+X,-X,+Z,-Z}"
But I can't see where the glass and the port are on the rendered node, on the inventory image it's on top.
The documentation doesn't seem to apply to the rendered node because rendered it also takes -Y for +Y and ignores the +Y I specified.
If I remove the -Y it takes +Y for both top and floor.
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Re: Where are the tiles in a glasslike_framed node?

by Desour » Post

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Re: Where are the tiles in a glasslike_framed node?

by theFox » Post

Well yeah, I said that's what I found in the doc but obviously there is more...
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Re: Where are the tiles in a glasslike_framed node?

by paramat » Post

> I found this in the documentation: "tiles={frame,glass,+Y,-Y,+X,-X,+Z,-Z}"

That's wrong, was this found in the wiki? The wiki is often wrong or out of date, it is unofficial documentation maintained by non core devs, go by lua_api.txt.
Framed glasslike only accepts 2 textures in 'tiles', you have specified 4.
The first texture creates the frames, the second texture is applied to all 6 cube faces, as lua_api.txt states.

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Re: Where are the tiles in a glasslike_framed node?

by theFox » Post

paramat wrote:was this found in the wiki?
I didn't look in the wiki I scraped it together from all I could find in lua_api.txt.
paramat wrote:Framed glasslike only accepts 2 textures in 'tiles', you have specified 4.
Correct and somehow that has an effect on the texture of the block.
I would really like if it accepted the Y+ and Y- values because the current state is OK but the textures Lemmy planned would look even more awesome.
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Re: Where are the tiles in a glasslike_framed node?

by paramat » Post

Would be nice, however this is framed glasslike, so is not meant to look like anything other than glass tanks with identical faces.
The 'liquid tank' feature is a little weird in how it was slapped on framed glasslike, it didn't even have it's own 'paramtype2' defined, so was a little sloppy in initial implementation.

There is an issue for more drawtypes being able to accept 6 textures, however it seems this might reduce rendering performance (needs testing), so the feature may need to be balanced against loss of FPS.
Framed glasslike is used heavily in non-liquid-tank applications where only 1 texture is needed, so it would make more sense to add a new drawtype so that builders can limit the use of the 6 texture version to only where it is needed. Likewise for the other drawtypes.

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Re: Where are the tiles in a glasslike_framed node?

by Desour » Post

https://github.com/minetest/minetest/bl ... 1085-L1089
tiles = {frame, shine} or tiles = {frame, shine, top_bottom} or tiles = {frame, shine, top, bottom}
special_tiles = {liquid}
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Re: Where are the tiles in a glasslike_framed node?

by paramat » Post

^ Yes, this is long term behaviour that was undocumented.
I have also just fixed the visual glitching when placed next to cubic nodes.

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