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ray:: fixed a glitch on movement

This commit is contained in:
Zeno Rogue 2020-06-03 15:44:34 +02:00
parent 6ad9d520db
commit 511eef0517

View File

@ -1144,8 +1144,8 @@ EX void cast() {
GLERR("uniform mediump IPD"); GLERR("uniform mediump IPD");
if(o->uWallOffset != -1) { if(o->uWallOffset != -1) {
glUniform1i(o->uWallOffset, wall_offset(centerover)); glUniform1i(o->uWallOffset, wall_offset(cs));
glUniform1i(o->uSides, centerover->type + (WDIM == 2 ? 2 : 0)); glUniform1i(o->uSides, cs->type + (WDIM == 2 ? 2 : 0));
} }
auto sa = hybrid::gen_sample_list(); auto sa = hybrid::gen_sample_list();
@ -1176,7 +1176,7 @@ EX void cast() {
if(!sol && !nil && (reflect_val || reg3::ultra_mirror_in())) { if(!sol && !nil && (reflect_val || reg3::ultra_mirror_in())) {
if(BITRUNCATED) exit(1); if(BITRUNCATED) exit(1);
for(int j=0; j<centerover->type; j++) { for(int j=0; j<cs->type; j++) {
transmatrix T = inverse(ms[j]); transmatrix T = inverse(ms[j]);
hyperpoint h = tC0(T); hyperpoint h = tC0(T);
ld d = hdist0(h); ld d = hdist0(h);