Inventory blocks render fix
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@@ -301,8 +301,9 @@ void Batch2D::blockSprite(float x, float y, float w, float h, int atlasRes, int
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float vu = 1.0f - ((index[3] / atlasRes) * scale) - scale;
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float uf = (index[0] % atlasRes) * scale;
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float vf = 1.0f - ((index[0] / atlasRes) * scale) - scale;
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// if (this->index + 18*VERTEX_SIZE >= capacity)
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// render();
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if (this->index + 18*VERTEX_SIZE >= capacity)
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render();
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float ar = 0.88f;
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float ox = x + (w * 0.5f);
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@@ -292,7 +292,7 @@ vec4 BlocksRenderer::pickSoftLight(int x, int y, int z, ivec3 right, ivec3 up) c
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// Get texture atlas UV region for block face
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inline UVRegion uvfor(const Block& def, uint face, int atlas_size) {
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float uvsize = 1.0f / (float)atlas_size;
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float us = 0.0097;
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float us = 0.0097; // TODO: replace with correct calculations (including 0.36)
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const uint id = def.textureFaces[face];
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float u = (id % atlas_size) * uvsize;
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float v = 1.0f - (id / atlas_size + 1) * uvsize;
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