diff --git a/Core/GameEngineDevice/Source/W3DDevice/GameClient/WorldHeightMap.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/WorldHeightMap.cpp index b680fac32dc..da40bf06f97 100644 --- a/Core/GameEngineDevice/Source/W3DDevice/GameClient/WorldHeightMap.cpp +++ b/Core/GameEngineDevice/Source/W3DDevice/GameClient/WorldHeightMap.cpp @@ -1735,10 +1735,10 @@ Bool WorldHeightMap::getUVForTileIndex(Int ndx, Short tileNdx, float U[4], float } } -// TheSuperHackers @bugfix xezon 11/12/2025 Disables the old uv adjustment for cliffs, -// because it produces bad uv tiles on steep terrain and is also not helping performance. -// @todo Delete this code when we are certain we never need this again. -//#define DO_OLD_UV +// TheSuperHackers @info xezon 11/12/2025 The old uv adjustment for cliffs produces bad uv tiles on steep terrain +// and is also not helping performance. But we cannot just remove it, because it is required to render smooth +// steep diagonal slopes. +#define DO_OLD_UV #ifdef DO_OLD_UV // old uv adjustment for cliffs static Real STRETCH_LIMIT = 1.5f; // If it is stretching less than this, don't adjust.