hopefully fix trans rendering bug

This commit is contained in:
griffi-gh 2024-05-03 13:36:22 +02:00
parent ec592951bc
commit b596deeaed

View file

@ -76,7 +76,7 @@ pub fn draw_world(
let world_position = position.as_vec3() * CHUNK_SIZE as f32; let world_position = position.as_vec3() * CHUNK_SIZE as f32;
//Skip mesh if its empty //Skip mesh if its empty
if mesh.index_buffer.len() == 0 { if mesh.index_buffer.len() == 0 && mesh.trans_index_buffer.len() == 0 {
continue continue
} }
@ -90,19 +90,21 @@ pub fn draw_world(
} }
//Draw chunk mesh //Draw chunk mesh
target.0.draw( if mesh.index_buffer.len() > 0 {
&mesh.vertex_buffer, target.0.draw(
&mesh.index_buffer, &mesh.vertex_buffer,
&program.0, &mesh.index_buffer,
&uniform! { &program.0,
position_offset: world_position.to_array(), &uniform! {
view: view, position_offset: world_position.to_array(),
perspective: perspective, view: view,
tex: texture_sampler, perspective: perspective,
discard_alpha: true, tex: texture_sampler,
}, discard_alpha: true,
&draw_parameters },
).unwrap(); &draw_parameters
).unwrap();
}
if mesh.trans_index_buffer.len() > 0 { if mesh.trans_index_buffer.len() > 0 {
enqueue_trans.push((chunk, mesh)); enqueue_trans.push((chunk, mesh));