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