diff --git a/overviewer_core/src/primitives/lighting.c b/overviewer_core/src/primitives/lighting.c index 79895a4..317ac98 100644 --- a/overviewer_core/src/primitives/lighting.c +++ b/overviewer_core/src/primitives/lighting.c @@ -202,7 +202,7 @@ lighting_is_face_occluded(RenderState *state, int skip_sides, int x, int y, int /* this face isn't visible, so don't draw anything */ return 1; } - } else if (skip_sides) { + } else if (!skip_sides) { unsigned short block = get_data(state, BLOCKS, x, y, z); if (!is_transparent(block)) { /* the same thing but for adjacent chunks, this solves an @@ -242,8 +242,8 @@ lighting_start(void *data, RenderState *state, PyObject *support) { RenderPrimitiveLighting* self; self = (RenderPrimitiveLighting *)data; - /* skip sides by default */ - self->skip_sides = 1; + /* don't skip sides by default */ + self->skip_sides = 0; if (!render_mode_parse_option(support, "strength", "f", &(self->strength))) return 1; diff --git a/overviewer_core/src/primitives/smooth-lighting.c b/overviewer_core/src/primitives/smooth-lighting.c index 8840253..6e3da54 100644 --- a/overviewer_core/src/primitives/smooth-lighting.c +++ b/overviewer_core/src/primitives/smooth-lighting.c @@ -143,7 +143,7 @@ do_shading_with_rule(RenderPrimitiveSmoothLighting *self, RenderState *state, st int cz = state->z + face.dz; /* first, check for occlusion if the block is in the local chunk */ - if (lighting_is_face_occluded(state, 1, cx, cy, cz)) + if (lighting_is_face_occluded(state, 0, cx, cy, cz)) return; /* calculate the lighting colors for each point */