From d167c2d22fe9daf731c372119fbc8fc89de3e153 Mon Sep 17 00:00:00 2001 From: Agent X <44549182+AgentXLP@users.noreply.github.com> Date: Sun, 21 Dec 2025 11:02:17 -0500 Subject: [PATCH] Avoid any overflow issues with LODs Cast to float --- src/game/rendering_graph_node.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/game/rendering_graph_node.c b/src/game/rendering_graph_node.c index e744bdd21..e68cb7c66 100644 --- a/src/game/rendering_graph_node.c +++ b/src/game/rendering_graph_node.c @@ -643,9 +643,9 @@ static void geo_process_perspective(struct GraphNodePerspective *node) { */ static void geo_process_level_of_detail(struct GraphNodeLevelOfDetail *node) { Mtx *mtx = gMatStackFixed[gMatStackIndex]; - s16 distanceFromCam = gBehaviorValues.ProcessLODs ? (s32) -mtx->m[3][2] : 0; // z-component of the translation column + f32 distanceFromCam = gBehaviorValues.ProcessLODs ? (s32) -mtx->m[3][2] : 0; // z-component of the translation column - if (node->minDistance <= distanceFromCam && distanceFromCam < node->maxDistance) { + if ((f32)node->minDistance <= distanceFromCam && distanceFromCam < (f32)node->maxDistance) { if (node->node.children != 0) { geo_process_node_and_siblings(node->node.children); }