// -Z towards +Z, thus the direction is +Z.
// Rotate texture to make animation go in flow direction
// Positive if liquid moves towards +Z
- int dz = (corner_levels[side_corners[2][0]] +
- corner_levels[side_corners[2][1]] <
- corner_levels[side_corners[3][0]] +
- corner_levels[side_corners[3][1]]);
+ int dz = (corner_levels[side_corners[3][0]] +
+ corner_levels[side_corners[3][1]]) -
+ (corner_levels[side_corners[2][0]] +
+ corner_levels[side_corners[2][1]]);
// Positive if liquid moves towards +X
- int dx = (corner_levels[side_corners[0][0]] +
- corner_levels[side_corners[0][1]] <
- corner_levels[side_corners[1][0]] +
- corner_levels[side_corners[1][1]]);
+ int dx = (corner_levels[side_corners[1][0]] +
+ corner_levels[side_corners[1][1]]) -
+ (corner_levels[side_corners[0][0]] +
+ corner_levels[side_corners[0][1]]);
// -X
if(-dx >= abs(dz))
{