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| author | Stanislaw Halik <sthalik@misaki.pl> | 2023-04-14 11:58:23 +0200 |
|---|---|---|
| committer | Stanislaw Halik <sthalik@misaki.pl> | 2023-04-14 11:58:23 +0200 |
| commit | f5c387da470ae43a2c8aff75b419e784c8bb3bc5 (patch) | |
| tree | 744a80e82462849ae538b6c04e941ab6fd7d09fa /src/chunk-scenery.cpp | |
| parent | e1ae8881918415ef13fdea7c7087d01d873ad07a (diff) | |
it probably renders correctly now
Diffstat (limited to 'src/chunk-scenery.cpp')
| -rw-r--r-- | src/chunk-scenery.cpp | 3 |
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++) |
