fix: entity shading is incorrect when it is upper than max height
This commit is contained in:
parent
15342c2df2
commit
45a793d647
@ -70,7 +70,11 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
|
||||
const glm::mat3& rotation, glm::vec3 tint,
|
||||
const texture_names_map* varTextures) {
|
||||
glm::vec3 gpos = matrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
light_t light = chunks->getLight(floor(gpos.x), floor(gpos.y), floor(gpos.z));
|
||||
light_t light = chunks->getLight(
|
||||
std::floor(gpos.x),
|
||||
std::floor(std::min(CHUNK_H-1.0f, gpos.y)),
|
||||
std::floor(gpos.z));
|
||||
|
||||
glm::vec4 lights (
|
||||
Lightmap::extract(light, 0) / 15.0f,
|
||||
Lightmap::extract(light, 1) / 15.0f,
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user