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author | Stanislaw Halik <sthalik@misaki.pl> | 2023-04-14 13:09:38 +0200 |
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committer | Stanislaw Halik <sthalik@misaki.pl> | 2023-04-14 13:09:38 +0200 |
commit | 7b760eb180d9c0e3362589a7339b498bd420cd58 (patch) | |
tree | 81b998c5b814c72586276dd536dd6312a4c85a06 /shaders/tile.cpp | |
parent | a7098d6e6f1098f712f58d74cf9196d7b885028a (diff) |
switch to higher walls
Diffstat (limited to 'shaders/tile.cpp')
-rw-r--r-- | shaders/tile.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/shaders/tile.cpp b/shaders/tile.cpp index 54c524fc..82b5357a 100644 --- a/shaders/tile.cpp +++ b/shaders/tile.cpp @@ -79,10 +79,10 @@ 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; // TODO make walls higher so that offset can be lowered to 1./64 +const float tile_shader::character_depth_offset = 1 + 2./64; +const float tile_shader::scenery_depth_offset = 1 + 2./64; const float tile_shader::wall_depth_offset = 1; -const float tile_shader::z_depth_offset = 1./64; +const float tile_shader::z_depth_offset = 1 + 1./64; const float tile_shader::depth_tile_size = 1/(double)(TILE_MAX_DIM * 2 * max_screen_tiles.product()); } // namespace floormat |