Fix replay and ghost

This commit is contained in:
Miloslav Ciz 2025-01-31 15:55:01 +01:00
parent 2ff43a0d1a
commit 1f0d3587f6
4 changed files with 39 additions and 30 deletions

View file

@ -15,7 +15,7 @@
where it is looking. This is to save resources, we don't draw the far away
chunks or those behind the camera.
- Extremely simple LOD of far away chunks is implemented: we keep an 8x8x8
bit map of where there is empty space and where there is "something", then
bit array of where there is empty space and where there is "something", then
for far away areas with "something" we just draw some 2D rectangles.
*/
@ -67,8 +67,8 @@ struct
{
S3L_Scene scene; ///< Whole 3D scene.
S3L_Model3D mapModel; ///< Whole map model.
S3L_Model3D *carModel; ///< Shortcut pointer to the car model in scene.
S3L_Model3D *ghostModel; ///< Shortcut pointer to the ghost model in scene.
S3L_Model3D *carModel; ///< Shortcut ptr to the car model in the scene.
S3L_Model3D *ghostModel; ///< Shortcut ptr to the ghost model in the scene.
/**
The scene model array.
@ -1951,7 +1951,7 @@ void LCR_rendererDraw3D(void)
{
carGhostVisibility <<= 1;
if (LCR_renderer.carModel->config.visible)
if (m->config.visible)
{
carGhostVisibility |= 1;