- use correct math to access a texel's center for rendering voxels.

No idea if this was causing problem, but it surely wasn't 100% correct.
This commit is contained in:
Christoph Oelckers 2021-10-13 00:12:58 +02:00
parent 8d9d3d5f8f
commit 46d2c52b19

View file

@ -210,8 +210,8 @@ void FVoxelModel::AddFace(int x1, int y1, int z1, int x2, int y2, int z2, int x3
unsigned int indx[4];
vert.packedNormal = 0; // currently this is not being used for voxels.
vert.u = (((col & 15) * 255 / 16) + 7) / 255.f;
vert.v = (((col / 16) * 255 / 16) + 7) / 255.f;
vert.u = (((col & 15) + 0.5f) / 16.f);
vert.v = (((col / 16) + 0.5f) / 16.f);
vert.x = x1 - PivotX;
vert.z = -y1 + PivotY;