// If block is (nearly) touching the camera, don't
// bother validating further (that is, render it anyway)
- if(d > block_max_radius)
- {
- // Cosine of the angle between the camera direction
- // and the block direction (camera_dir is an unit vector)
- f32 cosangle = dforward / d;
-
- // Compensate for the size of the block
- // (as the block has to be shown even if it's a bit off FOV)
- // This is an estimate.
- cosangle += block_max_radius / dforward;
+ if(d < block_max_radius)
+ return true;
+
+ // Cosine of the angle between the camera direction
+ // and the block direction (camera_dir is an unit vector)
+ f32 cosangle = dforward / d;
+
+ // Compensate for the size of the block
+ // (as the block has to be shown even if it's a bit off FOV)
+ // This is an estimate, plus an arbitary factor
+ cosangle += block_max_radius / d * 0.5;
- // If block is not in the field of view, skip it
- if(cosangle < cos(camera_fov / 2))
- return false;
- }
+ // If block is not in the field of view, skip it
+ if(cosangle < cos(camera_fov / 2))
+ return false;
return true;
}