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You can change axis ordering by setting AXIS_ORDER to AXIS_ORDER_XZY in cChunk.h !THIS WILL SCREW UP YOUR WORLDS THOUGH!

Still need to update world storage schemes, converters and such

git-svn-id: http://mc-server.googlecode.com/svn/trunk@390 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
faketruth
2012-03-10 02:39:36 +00:00
parent 62ba8f5a20
commit 68f3ea56bd
5 changed files with 46 additions and 15 deletions

View File

@@ -201,7 +201,7 @@ unsigned int cWorldGenerator::MakeIndex(int x, int y, int z )
{
ASSERT((x < cChunk::c_ChunkWidth) && (x > -1) && (y < cChunk::c_ChunkHeight) && (y > -1) && (z < cChunk::c_ChunkWidth) && (z > -1));
return y + (z * cChunk::c_ChunkHeight) + (x * cChunk::c_ChunkHeight * cChunk::c_ChunkWidth);
return cChunk::MakeIndexNoCheck( x, y, z );
}
@@ -433,7 +433,7 @@ void cWorldGenerator::GenerateFoliage(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
int xx = x + a_ChunkX * cChunk::c_ChunkWidth;
int TopY = m_World->GetHeight(xx, zz);
int index = MakeIndex(x, TopY - 1, z);
int index = cChunk::MakeIndexNoCheck(x, MAX(TopY - 1, 0), z);
if (BlockType[index] == BLOCK_GRASS)
{
float val1 = Noise.CubicNoise2D( xx * 0.1f, zz * 0.1f );