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[Terrain] Removed scaling of fog ranges based on zoom
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This fixes visibility range decreasing massively on maximum weapon zoom of e.g. Mass Driver.
This also brings it in line with the 'non-terrain' rendering.
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pzychotic committed Oct 5, 2024
1 parent ac04ec2 commit e30af1f
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion Descent3/terrainrender.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1372,7 +1372,7 @@ void RenderTerrain(uint8_t from_mine, int left, int top, int right, int bot) {
#else
const float kTerrainRenderDistance = 1200.0f;
#endif
VisibleTerrainZ = kTerrainRenderDistance * Matrix_scale.z;
VisibleTerrainZ = kTerrainRenderDistance;
Far_fog_border = VisibleTerrainZ;

// Set up our z wall
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