if(type[i]!=firetype){
moved=DoRotation(model[i].boundingspherecenter,0,yaw[i],0);
if(type[i]==tunneltype||frustum.SphereInFrustum(position[i].x+moved.x,position[i].y+moved.y,position[i].z+moved.z,model[i].boundingsphereradius)){
- distance=findDistancefast(&viewer,&position[i]);
+ distance=distsq(&viewer,&position[i]);
distance*=1.2;
- hidden=!(findDistancefastflat(&viewer,&position[i])>playerdist+3||(type[i]!=bushtype&&type[i]!=treeleavestype));
+ hidden=!(distsqflat(&viewer,&position[i])>playerdist+3||(type[i]!=bushtype&&type[i]!=treeleavestype));
if(!hidden){
if(detail==2&&distance>viewdistance*viewdistance/4&&environment==desertenvironment)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness );
if(type[i]==treeleavestype||type[i]==bushtype){
moved=DoRotation(model[i].boundingspherecenter,0,yaw[i],0);
if(frustum.SphereInFrustum(position[i].x+moved.x,position[i].y+moved.y,position[i].z+moved.z,model[i].boundingsphereradius)){
- hidden=findDistancefastflat(&viewer,&position[i])<=playerdist+3;
+ hidden=distsqflat(&viewer,&position[i])<=playerdist+3;
if(hidden){
distance=1;
if(distance>0){