support for blockID 24 and slab orientation hack

This commit is contained in:
Zack Buhman 2026-03-23 13:28:49 -05:00
parent d7db5d666c
commit b935c3d1c6
4 changed files with 7 additions and 4 deletions

View File

@ -9,6 +9,7 @@ Leaves,18,"0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15",12,,,,
Unused,20,,11,,,, Unused,20,,11,,,,
Door Bottom,21,,18,,,, Door Bottom,21,,18,,,,
Door Top,22,,17,,,, Door Top,22,,17,,,,
(unknown),24,,3,,,,
Tall Grass,31,"0,1",22,tall_grass,two_sided,, Tall Grass,31,"0,1",22,tall_grass,two_sided,,
Tan Block 1,35,1,2,,,, Tan Block 1,35,1,2,,,,
White Block 2,35,5,6,,,, White Block 2,35,5,6,,,,

1 name block id data linear texture index custom mesh properties notes
9 Unused 20 11
10 Door Bottom 21 18
11 Door Top 22 17
12 (unknown) 24 3
13 Tall Grass 31 0,1 22 tall_grass two_sided
14 Tan Block 1 35 1 2
15 White Block 2 35 5 6

View File

@ -125,13 +125,9 @@ def build_block_instances(blocks):
light_sources = [] light_sources = []
for position, block_id, block_data, normal_indices in blocks: for position, block_id, block_data, normal_indices in blocks:
if block_id == 44:
print("bd", block_data)
if block_ids.is_light_source(block_id, block_data): if block_ids.is_light_source(block_id, block_data):
light_sources.append((position, block_id, block_data)) light_sources.append((position, block_id, block_data))
if not block_ids.is_cube_block(block_id, block_data): if not block_ids.is_cube_block(block_id, block_data):
if block_id == 44:
print(block_id)
custom_mesh_index = block_ids.get_custom_mesh_index(block_id, block_data) custom_mesh_index = block_ids.get_custom_mesh_index(block_id, block_data)
non_cube_blocks[custom_mesh_index].append((position, block_id, block_data)) non_cube_blocks[custom_mesh_index].append((position, block_id, block_data))
continue continue

View File

@ -45,6 +45,12 @@ vec3 orientation(vec3 position)
} else { } else {
return position; return position;
} }
} else if (Special == 3) {
if (BlockPosition.x == -70) {
return vec3(position.z, position.y, -position.x);
} else {
return position;
}
} else { } else {
return position; return position;
} }