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authorStanislaw Halik <sthalik@misaki.pl>2023-04-14 12:53:00 +0200
committerStanislaw Halik <sthalik@misaki.pl>2023-04-14 12:53:00 +0200
commit879c76e8fc1c6aa4e23fe0b5ed7ac62e6b1caeb4 (patch)
treeca2d5ba5e99c878144941be1bb3b04507058d0df /shaders/tile.hpp
parentf5c387da470ae43a2c8aff75b419e784c8bb3bc5 (diff)
renders almost correctly
Can't be done any better without using topo sort (which means full vbo uploads each frame).
Diffstat (limited to 'shaders/tile.hpp')
-rw-r--r--shaders/tile.hpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/shaders/tile.hpp b/shaders/tile.hpp
index 19d2d552..280850b9 100644
--- a/shaders/tile.hpp
+++ b/shaders/tile.hpp
@@ -37,9 +37,9 @@ struct tile_shader : GL::AbstractShaderProgram
template<typename T, typename... Xs>
decltype(auto) draw(T&& mesh, Xs&&... xs);
- static constexpr Vector2s max_screen_tiles{8, 8};
- static constexpr float depth_tile_size = 1/(double)(TILE_MAX_DIM * 2 * max_screen_tiles.product());
- static const float scenery_depth_offset, wall_depth_offset, z_depth_offset;
+ static const Vector2s max_screen_tiles;
+ static const float depth_tile_size;
+ static const float character_depth_offset, scenery_depth_offset, wall_depth_offset, z_depth_offset;
private:
void _draw();