Fixed terrain sprite transparency layering

This commit is contained in:
Joshua Barretto 2019-08-25 09:40:07 +01:00
parent fe2ad92201
commit 27c208d1a5

View File

@ -602,16 +602,9 @@ impl Terrain {
focus_pos: Vec3<f32>,
) {
// Opaque
for (_, chunk) in &self.chunks {
if chunk.visible {
renderer.render_terrain_chunk(&chunk.opaque_model, globals, &chunk.locals, lights);
}
}
// Translucent
for (pos, chunk) in &self.chunks {
if chunk.visible {
renderer.render_fluid_chunk(&chunk.fluid_model, globals, &chunk.locals, lights);
renderer.render_terrain_chunk(&chunk.opaque_model, globals, &chunk.locals, lights);
const SPRITE_RENDER_DISTANCE: f32 = 128.0;
@ -632,5 +625,12 @@ impl Terrain {
}
}
}
// Translucent
for (_, chunk) in &self.chunks {
if chunk.visible {
renderer.render_fluid_chunk(&chunk.fluid_model, globals, &chunk.locals, lights);
}
}
}
}