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don't hide horizon if you go below map, and border block is air (thanks masoncb)
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@ -568,7 +568,7 @@ void EnvRenderer_RenderMapEdges(double delta) {
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/* Do not draw water when player cannot see it */
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/* Do not draw water when player cannot see it */
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/* Fixes some 'depth bleeding through' issues with 16 bit depth buffers on large maps */
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/* Fixes some 'depth bleeding through' issues with 16 bit depth buffers on large maps */
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int yVisible = min(0, Env_SidesHeight);
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int yVisible = min(0, Env_SidesHeight);
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if (Camera.CurrentPos.Y < yVisible) return;
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if (Camera.CurrentPos.Y < yVisible && sides_vb) return;
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EnvRenderer_RenderBorders(Env_EdgeBlock,
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EnvRenderer_RenderBorders(Env_EdgeBlock,
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edges_vb, edges_tex, edges_vertices);
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edges_vb, edges_tex, edges_vertices);
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