Noise3D generator: Enlarged averaging to avoid steep beach slopes.
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@@ -537,7 +537,7 @@ cBiomalNoise3DComposable::cBiomalNoise3DComposable(int a_Seed, cBiomeGenPtr a_Bi
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{
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for (int x = 0; x <= AVERAGING_SIZE * 2; x++)
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{
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m_Weight[z][x] = static_cast<NOISE_DATATYPE>((5 - std::abs(5 - x)) + (5 - std::abs(5 - z)));
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m_Weight[z][x] = static_cast<NOISE_DATATYPE>((AVERAGING_SIZE - std::abs(AVERAGING_SIZE - x)) + (AVERAGING_SIZE - std::abs(AVERAGING_SIZE - z)));
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m_WeightSum += m_Weight[z][x];
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}
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}
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@@ -715,7 +715,7 @@ void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE
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{
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switch (a_Biome)
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{
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case biBeach: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
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case biBeach: a_HeightAmp = 0.2f; a_MidPoint = 60; break;
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case biBirchForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
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case biBirchForestHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
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case biBirchForestHillsM: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
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