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-rw-r--r--src/mbgl/map/transform_state.cpp9
1 files changed, 6 insertions, 3 deletions
diff --git a/src/mbgl/map/transform_state.cpp b/src/mbgl/map/transform_state.cpp
index 51ecf52e40..f7419fa5b4 100644
--- a/src/mbgl/map/transform_state.cpp
+++ b/src/mbgl/map/transform_state.cpp
@@ -36,10 +36,13 @@ void TransformState::getProjMatrix(mat4& projMatrix) const {
const double groundAngle = M_PI / 2.0 + getPitch();
const double topHalfSurfaceDistance = std::sin(halfFov) * getCameraToCenterDistance() / std::sin(M_PI - groundAngle - halfFov);
- // Calculate z value of the farthest fragment that should be rendered.
- const double farZ = std::cos(M_PI / 2.0 - getPitch()) * topHalfSurfaceDistance + getCameraToCenterDistance();
- matrix::perspective(projMatrix, getFieldOfView(), double(size.width) / size.height, 0.1, farZ);
+ // Calculate z distance of the farthest fragment that should be rendered.
+ const double furthestDistance = std::cos(M_PI / 2 - getPitch()) * topHalfSurfaceDistance + getCameraToCenterDistance();
+ // Add a bit extra to avoid precision problems when a fragment's distance is exactly `furthestDistance`
+ const double farZ = furthestDistance * 1.01;
+
+ matrix::perspective(projMatrix, getFieldOfView(), double(size.width) / size.height, 1, farZ);
const bool flippedY = viewportMode == ViewportMode::FlippedY;
matrix::scale(projMatrix, projMatrix, 1, flippedY ? 1 : -1, 1);