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author | Stanislaw Halik <sthalik@misaki.pl> | 2023-04-14 12:55:12 +0200 |
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committer | Stanislaw Halik <sthalik@misaki.pl> | 2023-04-14 12:55:12 +0200 |
commit | a7098d6e6f1098f712f58d74cf9196d7b885028a (patch) | |
tree | bbba7e63e9f6320e0e5b8c3a7711b6bd4394a0f1 | |
parent | 879c76e8fc1c6aa4e23fe0b5ed7ac62e6b1caeb4 (diff) |
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-rw-r--r-- | shaders/tile.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/shaders/tile.cpp b/shaders/tile.cpp index c8defb43..54c524fc 100644 --- a/shaders/tile.cpp +++ b/shaders/tile.cpp @@ -80,7 +80,7 @@ float tile_shader::depth_value(const local_coords& xy, float offset) noexcept const Vector2s tile_shader::max_screen_tiles = {8, 8}; const float tile_shader::character_depth_offset = 1 + 4./64; -const float tile_shader::scenery_depth_offset = 1 + 4./64; +const float tile_shader::scenery_depth_offset = 1 + 4./64; // TODO make walls higher so that offset can be lowered to 1./64 const float tile_shader::wall_depth_offset = 1; const float tile_shader::z_depth_offset = 1./64; const float tile_shader::depth_tile_size = 1/(double)(TILE_MAX_DIM * 2 * max_screen_tiles.product()); |