From b934d030d38581623b917016e2dee4e73ba8b3f9 Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Sat, 27 Apr 2013 21:32:37 +0000 Subject: [PATCH] Noise3D: Re-fixed composition, finally no fake-tree remnants git-svn-id: http://mc-server.googlecode.com/svn/trunk@1423 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/Generating/Noise3DGenerator.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/source/Generating/Noise3DGenerator.cpp b/source/Generating/Noise3DGenerator.cpp index 4211f9529..2eae7cbc8 100644 --- a/source/Generating/Noise3DGenerator.cpp +++ b/source/Generating/Noise3DGenerator.cpp @@ -472,6 +472,8 @@ void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc) { GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); + a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); + // Make basic terrain composition: for (int z = 0; z < cChunkDef::Width; z++) { @@ -479,9 +481,9 @@ void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc) { int LastAir = a_ChunkDesc.GetHeight(x, z) + 1; bool HasHadWater = false; - for (int y = LastAir; y < cChunkDef::Height; y++) + for (int y = LastAir; y < m_SeaLevel; y++) { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR); + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER); } for (int y = LastAir - 1; y > 0; y--) {