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authorStanislaw Halik <sthalik@misaki.pl>2023-04-08 16:23:12 +0200
committerStanislaw Halik <sthalik@misaki.pl>2023-04-08 16:23:12 +0200
commitae574bae0796171b3148d8cbc4ccd869a6f1e63a (patch)
treed300cf9c29690a137d5a07c952838608c0dc2825 /src/camera-offset.cpp
parent61136517c7dce8559634446e35cb3629cd40dcb9 (diff)
fix +2 roof clipping below +1 wall
Diffstat (limited to 'src/camera-offset.cpp')
-rw-r--r--src/camera-offset.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/camera-offset.cpp b/src/camera-offset.cpp
index f7cf23a4..959fe4d5 100644
--- a/src/camera-offset.cpp
+++ b/src/camera-offset.cpp
@@ -16,7 +16,8 @@ with_shifted_camera_offset::with_shifted_camera_offset(tile_shader& shader, chun
auto len_x = (float)(last.x - first.x), cx = (float)(c.x - first.x), cy = (float)(c.y - first.y);
//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);
- depth_offset += tile_shader::depth_value(local_coords{1*c.z, 1*c.z});
+ 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));
_shader.set_camera_offset(offset, depth_offset);
}