fixed render order to be back-to-front for correct blending

This commit is contained in:
Dmitry Stepanov
2025-05-01 21:51:07 +03:00
parent 115bc7f198
commit f30cbab5ce
+1 -1
View File
@@ -133,7 +133,7 @@ impl RenderContext<'_> {
let world_space_point = Point3::from(global_position);
let view_space_point = view_matrix.transform_point(&world_space_point);
RANGE_CENTER.saturating_add_signed(-(view_space_point.z * GRANULARITY) as i64)
RANGE_CENTER.saturating_add_signed((view_space_point.z * GRANULARITY) as i64)
}
}