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depth-tinting, depth, and height-fading render primitives fixed for anvil

This commit is contained in:
Aaron Griffith
2012-02-21 14:36:46 -05:00
parent 136ea70281
commit a8c298fe4e
4 changed files with 16 additions and 8 deletions

View File

@@ -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;