From cf5671394aa1da484828ae9b9177c4fed918440b Mon Sep 17 00:00:00 2001 From: UnknownShadow200 Date: Mon, 22 Jul 2019 07:34:17 +1000 Subject: [PATCH] Fix fog incorrectly still applying with a non-full size block, even though camera wasn't actually inside the block (thanks Goodly) --- src/EnvRenderer.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/EnvRenderer.c b/src/EnvRenderer.c index 71f406a9d..6235a59ba 100644 --- a/src/EnvRenderer.c +++ b/src/EnvRenderer.c @@ -48,13 +48,13 @@ static void EnvRenderer_CalcFog(float* density, PackedCol* col) { float blend; IVec3_Floor(&coords, &Camera.CurrentPos); /* coords = floor(camera_pos); */ - IVec3_ToVec3(&pos, &coords); /* pos = coords; */ + IVec3_ToVec3(&pos, &coords); /* pos = coords; */ block = World_SafeGetBlock_3I(coords); Vec3_Add(&blockBB.Min, &pos, &Blocks.MinBB[block]); Vec3_Add(&blockBB.Max, &pos, &Blocks.MaxBB[block]); - if (AABB_ContainsPoint(&blockBB, &pos) && Blocks.FogDensity[block] != 0.0f) { + if (AABB_ContainsPoint(&blockBB, &Camera.CurrentPos) && Blocks.FogDensity[block]) { *density = Blocks.FogDensity[block]; *col = Blocks.FogCol[block]; } else {