-- Tile definitions for cut nodes of glass nodes: -- * Woodframed Glass (this mod) -- * Glass (Minetest Game) -- * Obsidian Glass (Minetest Game) -- This is done so the glass nodes still look nice -- when cut. -- If we would only use the base glass tile, most -- cut nodes look horrible because there are no -- clear contours. local template_suffixes = { stair = { "_split.png", ".png", "_stairside.png^[transformFX", "_stairside.png", ".png", "_split.png", }, stair_inner = { "_stairside.png^[transformR270", ".png", "_stairside.png^[transformFX", ".png", ".png", "_stairside.png", }, stair_outer = { "_stairside.png^[transformR90", ".png", "_outer_stairside.png", "_stairside.png", "_stairside.png^[transformR90", "_outer_stairside.png", }, halfstair = { "_cube.png", ".png", "_stairside.png^[transformFX", "_stairside.png", "_split.png^[transformR90", "_cube.png", }, slab = { ".png", ".png", "_split.png", }, cube = { "_cube.png" }, thinstair = { "_split.png" }, micropanel = { "_split.png" }, panel = { "_split.png", "_split.png", "_cube.png", "_cube.png", "_split.png", }, } local generate_tilenames = function(prefix, default_texture) if not default_texture then default_texture = prefix end local cuts = {} for t, tiles in pairs(template_suffixes) do cuts[t] = {} for i=1, #tiles do if tiles[i] == ".png" then cuts[t][i] = default_texture .. tiles[i] else cuts[t][i] = prefix .. tiles[i] end end end return cuts end xdecor.glasscuts = { ["xdecor:woodframed_glass"] = generate_tilenames("xdecor_woodframed_glass"), ["default:glass"] = generate_tilenames("stairs_glass", "default_glass"), ["default:obsidian_glass"] = generate_tilenames("stairs_obsidian_glass", "default_obsidian_glass"), }