Inventory blocks render fix
This commit is contained in:
@@ -292,7 +292,7 @@ vec4 BlocksRenderer::pickSoftLight(int x, int y, int z, ivec3 right, ivec3 up) c
|
||||
// Get texture atlas UV region for block face
|
||||
inline UVRegion uvfor(const Block& def, uint face, int atlas_size) {
|
||||
float uvsize = 1.0f / (float)atlas_size;
|
||||
float us = 0.0097;
|
||||
float us = 0.0097; // TODO: replace with correct calculations (including 0.36)
|
||||
const uint id = def.textureFaces[face];
|
||||
float u = (id % atlas_size) * uvsize;
|
||||
float v = 1.0f - (id / atlas_size + 1) * uvsize;
|
||||
|
||||
Reference in New Issue
Block a user