diff --git a/src/rendering/water_renderer.cpp b/src/rendering/water_renderer.cpp index 452d6dc2..6a5c310d 100644 --- a/src/rendering/water_renderer.cpp +++ b/src/rendering/water_renderer.cpp @@ -684,12 +684,12 @@ void WaterRenderer::loadFromTerrain(const pipeline::ADTTerrain& terrain, bool ap layer.minHeight ); surface.origin = glm::vec3( - surface.position.x - (static_cast(layer.y) * TILE_SIZE), - surface.position.y - (static_cast(layer.x) * TILE_SIZE), + surface.position.x - (static_cast(layer.x) * TILE_SIZE), + surface.position.y - (static_cast(layer.y) * TILE_SIZE), layer.minHeight ); - surface.stepX = glm::vec3(0.0f, -TILE_SIZE, 0.0f); - surface.stepY = glm::vec3(-TILE_SIZE, 0.0f, 0.0f); + surface.stepX = glm::vec3(-TILE_SIZE, 0.0f, 0.0f); + surface.stepY = glm::vec3(0.0f, -TILE_SIZE, 0.0f); surface.minHeight = layer.minHeight; surface.maxHeight = layer.maxHeight; @@ -750,8 +750,8 @@ void WaterRenderer::loadFromTerrain(const pipeline::ADTTerrain& terrain, bool ap // Origin = chunk(0,0) position (NW corner of tile) surface.origin = glm::vec3(chunk00.position[0], chunk00.position[1], groupHeight); surface.position = surface.origin; - surface.stepX = glm::vec3(0.0f, -TILE_SIZE, 0.0f); - surface.stepY = glm::vec3(-TILE_SIZE, 0.0f, 0.0f); + surface.stepX = glm::vec3(-TILE_SIZE, 0.0f, 0.0f); + surface.stepY = glm::vec3(0.0f, -TILE_SIZE, 0.0f); surface.minHeight = groupHeight; surface.maxHeight = groupHeight;