depth-tinting, depth, and height-fading render primitives fixed for anvil
This commit is contained in:
@@ -82,7 +82,7 @@ cave_hidden(void *data, RenderState *state, int x, int y, int z) {
|
||||
if ((getArrayShort3D(state->blocks, x, y, z) == 9) ||
|
||||
(get_data(state, BLOCKS, x, y+1, z) == 9)) {
|
||||
|
||||
for (dy = y+1; dy < SECTIONS_PER_CHUNK * 16; dy++) {
|
||||
for (dy = y+1; dy < (SECTIONS_PER_CHUNK - state->chunky) * 16; dy++) {
|
||||
/* go up and check for skylight */
|
||||
if (get_data(state, SKYLIGHT, x, dy, z) != 0) {
|
||||
return 1;
|
||||
|
||||
Reference in New Issue
Block a user