diff --git a/Gems/Terrain/Code/Source/TerrainRenderer/TerrainFeatureProcessor.cpp b/Gems/Terrain/Code/Source/TerrainRenderer/TerrainFeatureProcessor.cpp index 73f1c3967c..55713e696a 100644 --- a/Gems/Terrain/Code/Source/TerrainRenderer/TerrainFeatureProcessor.cpp +++ b/Gems/Terrain/Code/Source/TerrainRenderer/TerrainFeatureProcessor.cpp @@ -417,10 +417,10 @@ namespace Terrain m_areaData.m_rebuildSectors = false; m_sectorData.clear(); - const float xFirstPatchStart = terrainBounds.GetMin().GetX() - fmod(terrainBounds.GetMin().GetX(), GridMeters); - const float xLastPatchStart = terrainBounds.GetMax().GetX() - fmod(terrainBounds.GetMax().GetX(), GridMeters); - const float yFirstPatchStart = terrainBounds.GetMin().GetY() - fmod(terrainBounds.GetMin().GetY(), GridMeters); - const float yLastPatchStart = terrainBounds.GetMax().GetY() - fmod(terrainBounds.GetMax().GetY(), GridMeters); + const float xFirstPatchStart = AZStd::floorf(terrainBounds.GetMin().GetX() / GridMeters) * GridMeters; + const float xLastPatchStart = AZStd::floorf(terrainBounds.GetMax().GetX() / GridMeters) * GridMeters; + const float yFirstPatchStart = AZStd::floorf(terrainBounds.GetMin().GetY() / GridMeters) * GridMeters; + const float yLastPatchStart = AZStd::floorf(terrainBounds.GetMax().GetY() / GridMeters) * GridMeters; const auto& materialAsset = m_materialInstance->GetAsset(); const auto& shaderAsset = materialAsset->GetMaterialTypeAsset()->GetShaderAssetForObjectSrg(); @@ -603,7 +603,7 @@ namespace Terrain // For every distance doubling beyond a minDistanceForLod0, we only need half the mesh density. Each LOD // is exactly half the resolution of the last. - const float lodForCamera = floorf(AZ::GetMax(0.0f, log2f(sectorDistance / minDistanceForLod0))); + const float lodForCamera = AZStd::floorf(AZ::GetMax(0.0f, log2f(sectorDistance / minDistanceForLod0))); // All cameras should render the same LOD so effects like shadows are consistent. lodChoice = AZ::GetMin(lodChoice, aznumeric_cast(lodForCamera));