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authorStanislaw Halik <sthalik@misaki.pl>2023-04-08 17:41:21 +0200
committerStanislaw Halik <sthalik@misaki.pl>2023-04-08 17:41:21 +0200
commit714116b75a1e8812f8faa4f44bc0e028e62250a5 (patch)
tree95609d90bb99e1d64c415492057de24c2ca0dc69 /src/camera-offset.cpp
parentae574bae0796171b3148d8cbc4ccd869a6f1e63a (diff)
just force drawing the roof tiles
Diffstat (limited to 'src/camera-offset.cpp')
-rw-r--r--src/camera-offset.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/camera-offset.cpp b/src/camera-offset.cpp
index 959fe4d5..fb4724cc 100644
--- a/src/camera-offset.cpp
+++ b/src/camera-offset.cpp
@@ -17,7 +17,10 @@ with_shifted_camera_offset::with_shifted_camera_offset(tile_shader& shader, chun
//cx += c.z; cy += c.z;
float depth_offset = shader.depth_tile_size*(cy*TILE_MAX_DIM*len_x*TILE_MAX_DIM + cx*TILE_MAX_DIM);
const int z = c.z - chunk_min_z;
- depth_offset += tile_shader::depth_value(local_coords{z, z}, tile_shader::scenery_depth_offset*(z+1));
+ depth_offset += tile_shader::depth_value(local_coords{z, z});
+
+ if (c.z == chunk_max_z)
+ depth_offset = 1;
_shader.set_camera_offset(offset, depth_offset);
}