sorted meshes: check for frustum

This commit is contained in:
@clasher113 2024-11-22 17:13:15 +02:00
parent 4c0c6dd51a
commit 212f4d3590

View File

@ -251,14 +251,16 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
continue;
}
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
glm::vec3 max(
chunk->x * CHUNK_W + CHUNK_W,
chunk->top,
chunk->z * CHUNK_D + CHUNK_D
);
if (culling) {
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
glm::vec3 max(
chunk->x * CHUNK_W + CHUNK_W,
chunk->top,
chunk->z * CHUNK_D + CHUNK_D
);
if (!frustum.isBoxVisible(min, max)) continue;
if (!frustum.isBoxVisible(min, max)) continue;
}
auto& chunkEntries = found->second.sortingMeshData.entries;