Added floor pattern for MegaTaiga biomes.
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@ -639,6 +639,10 @@ void cDistortedHeightmap::GetDistortAmpsAt(BiomeNeighbors & a_Neighbors, int a_R
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void cDistortedHeightmap::ComposeColumn(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelZ)
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{
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// Frequencies for the podzol floor selecting noise:
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const NOISE_DATATYPE FrequencyX = 8;
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const NOISE_DATATYPE FrequencyZ = 8;
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EMCSBiome Biome = a_ChunkDesc.GetBiome(a_RelX, a_RelZ);
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switch (Biome)
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{
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@ -695,7 +699,12 @@ void cDistortedHeightmap::ComposeColumn(cChunkDesc & a_ChunkDesc, int a_RelX, in
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case biMegaSpruceTaiga:
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case biMegaSpruceTaigaHills:
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{
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FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patPodzol.Get());
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// Select the pattern to use - podzol, grass or grassless dirt:
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + a_RelX)) / FrequencyX;
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + a_RelZ)) / FrequencyZ;
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NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
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const sBlockInfo * Pattern = (Val < -0.9) ? patGrassLess.Get() : ((Val > 0) ? patPodzol.Get() : patGrass.Get());
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FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, Pattern);
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return;
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}
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