From 23862a2ba8f409e2df645d221b4f51bde7b1c3e2 Mon Sep 17 00:00:00 2001
From: Elohiem <20236-Elohiem@users.noreply.gitgud.io>
Date: Thu, 27 Oct 2022 05:35:25 +0200
Subject: [PATCH] Fixes

---
 js/003-data/gameVariableData.js |  2 +-
 src/art/webgl/art.js            |  2 +-
 src/art/webgl/engine.js         | 10 +++++-----
 3 files changed, 7 insertions(+), 7 deletions(-)

diff --git a/js/003-data/gameVariableData.js b/js/003-data/gameVariableData.js
index f4e2b3b567e..a1ef05eb49f 100644
--- a/js/003-data/gameVariableData.js
+++ b/js/003-data/gameVariableData.js
@@ -165,7 +165,7 @@ App.Data.defaultGameStateVariables = {
 	setShadowMapping: true,
 	setSSAO: true,
 	setSSS: true,
-	setImageSize: 1,
+	setImageSize: 1.25,
 	set3QView: false,
 	seeAnimation: false,
 	animFPS: 12,
diff --git a/src/art/webgl/art.js b/src/art/webgl/art.js
index fe83336aefa..f4e7f77458d 100644
--- a/src/art/webgl/art.js
+++ b/src/art/webgl/art.js
@@ -2979,7 +2979,7 @@ App.Art.applyMorphs = function(slave, scene, p, isAnimating) {
 		morphs.push(["bulge", Math.max(slave.dick/4, 0)]);
 	}
 
-	morphs.push(["offset", 2]); // only applies to clothes
+	morphs.push(["offset", 1.5]); // only applies to clothes
 
 	if (V.seeAnimation) {
 		App.Art.getAnimState(slave, scene, p, morphs, isAnimating);
diff --git a/src/art/webgl/engine.js b/src/art/webgl/engine.js
index 68315d1b264..d5467651833 100644
--- a/src/art/webgl/engine.js
+++ b/src/art/webgl/engine.js
@@ -457,7 +457,7 @@ App.Art.Engine = class {
 						if (map_d < 0.01 || map_d == 1.0)
 							discard;
 					} else {
-						if (map_d < 1.0)
+						if (map_d < 0.85)
 							discard;
 					}
 
@@ -1252,7 +1252,7 @@ App.Art.Engine = class {
 		this.gl.useProgram(this.shaderProgramForwardPass);
 		this.drawForwardPass(sceneParams, true);
 
-		this.gl.disable(this.gl.CULL_FACE);
+		this.gl.enable(this.gl.CULL_FACE);
 		this.gl.useProgram(this.shaderProgramForwardPass);
 		this.drawForwardPass(sceneParams, false);
 		this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null);
@@ -1851,9 +1851,9 @@ App.Art.Engine = class {
 							}
 						}
 					} else { // static morph, follow one vertex
-						let pDeltaX = pDelta[target*3];
-						let pDeltaY = pDelta[target*3+1];
-						let pDeltaZ = pDelta[target*3+2];
+						let pDeltaX = pDelta[target];
+						let pDeltaY = pDelta[target+1];
+						let pDeltaZ = pDelta[target+2];
 						for (let j = 0; j < vertexPosition.length; j+=3) {
 							vertexPosition[j]   += pDeltaX;
 							vertexPosition[j+1] += pDeltaY;
-- 
GitLab