fix: waterlogged z-fighting fix
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b317d8ad35
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1 changed files with 4 additions and 4 deletions
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@ -35,7 +35,7 @@ function prepareTints (tints) {
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})
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}
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const calculatedBlocksEntries = Object.entries(legacyJson.clientCalculatedBlocks);
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const calculatedBlocksEntries = Object.entries(legacyJson.clientCalculatedBlocks)
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export function preflatBlockCalculation (block: Block, world: World, position: Vec3) {
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const type = calculatedBlocksEntries.find(([name, blocks]) => blocks.includes(block.name))?.[0]
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if (!type) return
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@ -239,9 +239,9 @@ function renderLiquid (world, cursor, texture, type, biome, water, attr) {
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for (const pos of corners) {
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const height = cornerHeights[pos[2] * 2 + pos[0]]
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attr.t_positions.push(
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(pos[0] ? 1 : 0) + (cursor.x & 15) - 8,
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(pos[1] ? height : 0) + (cursor.y & 15) - 8,
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(pos[2] ? 1 : 0) + (cursor.z & 15) - 8)
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(pos[0] ? 0.999 : 0.001) + (cursor.x & 15) - 8,
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(pos[1] ? height - 0.001 : 0.001) + (cursor.y & 15) - 8,
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(pos[2] ? 0.999 : 0.001) + (cursor.z & 15) - 8)
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attr.t_normals.push(...dir)
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attr.t_uvs.push(pos[3] * su + u, pos[4] * sv * (pos[1] ? 1 : height) + v)
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attr.t_colors.push(tint[0], tint[1], tint[2])
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