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-rw-r--r--shaders/shader.hpp2
-rw-r--r--src/chunk-render.cpp2
2 files changed, 2 insertions, 2 deletions
diff --git a/shaders/shader.hpp b/shaders/shader.hpp
index bd0f5884..c163b1dc 100644
--- a/shaders/shader.hpp
+++ b/shaders/shader.hpp
@@ -42,7 +42,7 @@ struct tile_shader final : private GL::AbstractShaderProgram
static constexpr Vector2s max_screen_tiles = {8, 8};
static constexpr float character_depth_offset = 1 + 1./64;
static constexpr float scenery_depth_offset = 1 + 1./64;
- static constexpr float ground_depth_offset = 0; // todo scenery cut off at chunk boundary
+ static constexpr float ground_depth_offset = 0;
static constexpr float wall_depth_offset = 1;
static constexpr float z_depth_offset = 1 + 2./64;
static constexpr float depth_tile_size = 1.f/(TILE_MAX_DIM * 2 * max_screen_tiles.product());
diff --git a/src/chunk-render.cpp b/src/chunk-render.cpp
index c163fd4d..c72deca8 100644
--- a/src/chunk-render.cpp
+++ b/src/chunk-render.cpp
@@ -48,7 +48,7 @@ auto chunk::ensure_ground_mesh() noexcept -> ground_mesh_tuple
return _ground->_ground_atlases[a] < _ground->_ground_atlases[b];
});
- float hack_offset = _coord.z == 0 ? -1 : 0;
+ float hack_offset = _coord.z <= 0 ? -16 : 0;
std::array<std::array<vertex, 4>, TILE_COUNT> vertexes;
for (auto k = 0uz; k < count; k++)