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-rw-r--r--src/chunk-walls.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/chunk-walls.cpp b/src/chunk-walls.cpp
index 6918248c..a9b432d6 100644
--- a/src/chunk-walls.cpp
+++ b/src/chunk-walls.cpp
@@ -241,6 +241,8 @@ GL::Mesh chunk::make_wall_mesh()
{
const auto frames = atlas->frames(dir.corner);
auto variant = (variant_ != (uint8_t)-1 ? variant_ : vpos);
+ const auto depth_offset = depth_offset_for_group(Group_::corner, is_west);
+ const auto depth = tile_shader::depth_value(!is_west ? (float)pos.x : (float)pos.x - 1, depth_offset);
variant += !is_west ? frames.size() - 1 : 1;
variant = variant % frames.size();
const auto& frame = frames[variant];
@@ -248,8 +250,6 @@ GL::Mesh chunk::make_wall_mesh()
const auto i = N++;
fm_assert(i < vertexes.size());
_walls->mesh_indexes[i] = (uint16_t)k;
- const auto depth_offset = depth_offset_for_group(Group_::corner, is_west);
- const auto depth = tile_shader::depth_value(pos, depth_offset);
auto& v = vertexes[i];
auto quad = get_quad(D, Group_::corner, Depth);
for (auto& v : quad)
@@ -261,6 +261,8 @@ GL::Mesh chunk::make_wall_mesh()
{
const auto frames = atlas->frames(dir.wall);
auto variant = (variant_ != (uint8_t)-1 ? variant_ : vpos);
+ const auto depth_offset = depth_offset_for_group(Group_::corner, is_west);
+ const auto depth = tile_shader::depth_value(!is_west ? (float)pos.x : (float)pos.x - 1, depth_offset);
variant += !is_west ? frames.size() - 1 : 1;
variant %= frames.size();
const auto& frame = frames[variant];
@@ -270,8 +272,6 @@ GL::Mesh chunk::make_wall_mesh()
const auto i = N++;
fm_assert(i < vertexes.size());
_walls->mesh_indexes[i] = (uint16_t)k;
- const auto depth_offset = depth_offset_for_group(Group_::corner, is_west);
- const auto depth = tile_shader::depth_value(pos, depth_offset);
auto& v = vertexes[i];
auto quad = get_quad(D, Group_::corner, Depth);
for (auto& v : quad)