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Fix occlusion culling not respecting cylindrical fog
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jellysquid3 committed Aug 5, 2023
1 parent b13b182 commit 4094a1e
Showing 1 changed file with 3 additions and 2 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -120,8 +120,9 @@ private static double getClosestVertexDistanceToCamera(Vec3d camera, ChunkSectio
double distanceY = camera.y - (section.getCenterY() + offsetY);
double distanceZ = camera.z - (section.getCenterZ() + offsetZ);

// squared distance: (x^2)+(y^2)+(z^2)
return (distanceX * distanceX) + (distanceY * distanceY) + (distanceZ * distanceZ);
// vanilla's "cylindrical fog" algorithm
// max(length(distance.xz), abs(distance.y))
return Math.max((distanceX * distanceX) + (distanceZ * distanceZ), distanceY * distanceY);
}

private void init(ArrayDeque<RenderSection> queue,
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