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authorStanislaw Halik <sthalik@misaki.pl>2023-04-14 11:58:23 +0200
committerStanislaw Halik <sthalik@misaki.pl>2023-04-14 11:58:23 +0200
commitf5c387da470ae43a2c8aff75b419e784c8bb3bc5 (patch)
tree744a80e82462849ae538b6c04e941ab6fd7d09fa /src/chunk-scenery.cpp
parente1ae8881918415ef13fdea7c7087d01d873ad07a (diff)
it probably renders correctly now
Diffstat (limited to 'src/chunk-scenery.cpp')
-rw-r--r--src/chunk-scenery.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/chunk-scenery.cpp b/src/chunk-scenery.cpp
index ad29a3d7..c8dad93e 100644
--- a/src/chunk-scenery.cpp
+++ b/src/chunk-scenery.cpp
@@ -158,8 +158,7 @@ auto chunk::ensure_scenery_mesh(scenery_scratch_buffers buffers) noexcept -> sce
const auto quad = atlas->frame_quad(coord, fr.r, fr.frame);
const auto& group = atlas->group(fr.r);
const auto texcoords = atlas->texcoords_for_frame(fr.r, fr.frame, !group.mirror_from.isEmpty());
- const auto depth2 = e->depth_offset();
- const auto d = depth2.y() * TILE_MAX_DIM + depth2.x();
+ const auto d = e->depth_offset();
const float depth = tile_shader::depth_value(pos, d);
for (auto j = 0uz; j < 4; j++)