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-rw-r--r--src/camera-offset.cpp9
-rw-r--r--src/camera-offset.hpp1
2 files changed, 5 insertions, 5 deletions
diff --git a/src/camera-offset.cpp b/src/camera-offset.cpp
index 7c5be7f3..1c77659c 100644
--- a/src/camera-offset.cpp
+++ b/src/camera-offset.cpp
@@ -8,20 +8,21 @@ static_assert(sizeof(short) == 2);
with_shifted_camera_offset::with_shifted_camera_offset(tile_shader& shader, chunk_coords c, chunk_coords first, chunk_coords last) :
_shader{shader},
- _camera{shader.camera_offset()},
- _depth{shader.depth_offset()}
+ _camera{shader.camera_offset()}
{
+ fm_assert(shader.depth_offset() == 0.f);
+
constexpr auto chunk_size = TILE_MAX_DIM20d*dTILE_SIZE;
const auto offset = _camera + tile_shader::project(Vector3d(c.x, c.y, 0) * chunk_size);
const auto len_x = (float)(last.x - first.x), cx = (float)(c.x - first.x), cy = (float)(c.y - first.y);
- const float depth_offset = _depth + shader.depth_tile_size*(cy*TILE_MAX_DIM*len_x*TILE_MAX_DIM + cx*TILE_MAX_DIM);
+ const float depth_offset = shader.depth_tile_size*(cy*TILE_MAX_DIM*len_x*TILE_MAX_DIM + cx*TILE_MAX_DIM);
_shader.set_camera_offset(offset, depth_offset);
}
with_shifted_camera_offset::~with_shifted_camera_offset()
{
- _shader.set_camera_offset(_camera, _depth);
+ _shader.set_camera_offset(_camera, 0);
}
} // namespace floormat
diff --git a/src/camera-offset.hpp b/src/camera-offset.hpp
index ef098694..80fc004e 100644
--- a/src/camera-offset.hpp
+++ b/src/camera-offset.hpp
@@ -14,7 +14,6 @@ struct with_shifted_camera_offset final
private:
tile_shader& _shader; // NOLINT
Vector2d _camera;
- float _depth;
};
} // namespace floormat