BiomeVisualiser: Added zooming using the 1 - 8 keys.
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@@ -40,10 +40,10 @@ bool cBiomeRenderer::Render(cPixmap & a_Pixmap)
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int Hei = a_Pixmap.GetHeight();
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// Hint the approximate view area to the biome source so that it can adjust its caches:
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int MinBlockX = ( - m_OriginX) / m_Zoom;
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int MaxBlockX = (Wid - m_OriginX) / m_Zoom;
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int MinBlockZ = ( - m_OriginY) / m_Zoom;
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int MaxBlockZ = (Hei - m_OriginY) / m_Zoom;
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int MinBlockX = ( - m_OriginX) * m_Zoom;
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int MaxBlockX = (Wid - m_OriginX) * m_Zoom;
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int MinBlockZ = ( - m_OriginY) * m_Zoom;
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int MaxBlockZ = (Hei - m_OriginY) * m_Zoom;
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m_Cache.HintViewArea(MinBlockX / 16 - 1, MaxBlockX / 16 + 1, MinBlockZ / 16 - 1, MaxBlockZ / 16 + 1);
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// Hold one current chunk of biome data:
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@@ -55,12 +55,12 @@ bool cBiomeRenderer::Render(cPixmap & a_Pixmap)
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for (int y = 0; y < Hei; y++)
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{
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int BlockZ = (y - m_OriginY) / m_Zoom;
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int BlockZ = (y - m_OriginY) * m_Zoom;
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int ChunkZ = (BlockZ >= 0) ? (BlockZ / 16) : ((BlockZ + 1) / 16 - 1);
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int RelZ = BlockZ - ChunkZ * 16;
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for (int x = 0; x < Wid; x++)
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{
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int BlockX = (x - m_OriginX) / m_Zoom;
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int BlockX = (x - m_OriginX) * m_Zoom;
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int ChunkX = (BlockX >= 0) ? (BlockX / 16) : ((BlockX + 1) / 16 - 1);
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int RelX = BlockX - ChunkX * 16;
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if ((ChunkZ != CurChunkZ) || (ChunkX != CurChunkX))
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