Shrink the ground plane to prevent clipping errors (nvidia)
authorAndreas Eversberg <jolly@eversberg.eu>
Sat, 11 Apr 2020 06:23:21 +0000 (08:23 +0200)
committerAndreas Eversberg <jolly@eversberg.eu>
Sat, 11 Apr 2020 06:23:21 +0000 (08:23 +0200)
src/mercenary/render.c

index c6b0552..26977ba 100644 (file)
@@ -1736,8 +1736,8 @@ void render_one_item(render_item_t *render_item, int vr)
                opengl_render_color(render_item->u.ground.red, render_item->u.ground.green, render_item->u.ground.blue, 1.0);
                yaw = 0.0; /* no need to rotate x-z plane, we don't want look at a corner of the 'ground-square' */
                /* create huge square */
-               x[0] = x[1] = z[1] = z[2] = -1000000000;
-               x[2] = x[3] = z[0] = z[3] = 1000000000;
+               x[0] = x[1] = z[1] = z[2] = -10000000;
+               x[2] = x[3] = z[0] = z[3] = 10000000;
                y[0] = y[1] = y[2] = y[3] = -1000;
                /* rotate vertex */
                for (i = 0; i < 4; i++)