return;
VectorSet(mins, model->terrain.mins[0] + x * stepsize * model->terrain.scale[0], model->terrain.mins[1] + y * stepsize * model->terrain.scale[1], model->terrain.mins[2]);
VectorSet(maxs, model->terrain.mins[0] + (x+1) * stepsize * model->terrain.scale[0], model->terrain.mins[1] + (y+1) * stepsize * model->terrain.scale[1], model->terrain.maxs[2]);
- viewvector[0] = bound(mins[0], modelorg, maxs[0]) - model->terrain.vieworigin[0];
- viewvector[1] = bound(mins[1], modelorg, maxs[1]) - model->terrain.vieworigin[1];
- viewvector[2] = bound(mins[2], modelorg, maxs[2]) - model->terrain.vieworigin[2];
+ viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
+ viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
+ viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
{
// too close for this stepsize, emit as 4 chunks instead