fix
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06f073422b
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@ -52,8 +52,8 @@ bool WorldRenderer::drawChunk(size_t index, Camera* camera, Shader* shader, bool
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// Simple frustum culling
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if (occlusion){
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glm::vec3 min = glm::vec3(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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glm::vec3 max = glm::vec3(chunk->x * CHUNK_W + CHUNK_W, chunk->top, chunk->z * CHUNK_D + CHUNK_D);
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glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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glm::vec3 max(chunk->x * CHUNK_W + CHUNK_W, chunk->top, chunk->z * CHUNK_D + CHUNK_D);
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if (!frustumCulling->IsBoxVisible(min, max)) return false;
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}
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@ -145,8 +145,7 @@ void WorldRenderer::draw(Camera* camera, bool occlusion, float fogFactor, float
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float lenght = 40.f;
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linesShader->use();
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glm::mat4 model(1.0f);
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model = glm::translate(model, glm::vec3(Window::width >> 1, -static_cast<int>(Window::height) >> 1, 0.f));
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glm::mat4 model(glm::translate(glm::mat4(1.f), glm::vec3(Window::width >> 1, -static_cast<int>(Window::height) >> 1, 0.f)));
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linesShader->uniformMatrix("u_projview", glm::ortho(0.f, static_cast<float>(Window::width), -static_cast<float>(Window::height), 0.f, -lenght, lenght) * model * glm::inverse(camera->rotation));
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glDisable(GL_DEPTH_TEST);
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