I updated my BlockShader. I hadded perpixellightning and the ability to transfer ambient and selection "light" by using the second UV(thanks to MasterQ32 for the hint).
As i have multiple blocks within the same mesh sometimes, it required a material/entity independed per vertex solution.
This results in the following: I can display claimed blocks/surfaces brighter than nonclaimed The selection is painted directly on the mesh, instead of using a big sprite entity above the level with a Texture that has a bluepixel when selected.
Oh, and whe have a light floating at the cursors position
Greetings Rackscha
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development