From 879c76e8fc1c6aa4e23fe0b5ed7ac62e6b1caeb4 Mon Sep 17 00:00:00 2001 From: Stanislaw Halik Date: Fri, 14 Apr 2023 12:53:00 +0200 Subject: renders almost correctly Can't be done any better without using topo sort (which means full vbo uploads each frame). --- shaders/tile.hpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'shaders/tile.hpp') 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 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(); -- cgit v1.2.3