CompoGenNether: Fixed different data produced in Linux Release builds.
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@ -246,16 +246,12 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc:
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// Interpolate the lowest floor:
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for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
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{
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//*
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FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
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// We need to store the intermediate result in a volatile variable, otherwise gcc -O2 optimizes
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// through the undefined behavior in cNoise and produces different data than the other platforms / build types (#4384)
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volatile int intermediate =
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m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) *
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m_Noise2.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) /
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256;
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//*/
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/*
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FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
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m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) / 256;
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//*/
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m_Noise2.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z);
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FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] = intermediate / 256;
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} // for x, z - FloorLo[]
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LinearUpscale2DArrayInPlace<17, 17, INTERPOL_X, INTERPOL_Z>(FloorLo);
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@ -265,16 +261,12 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc:
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// First update the high floor:
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for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
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{
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//*
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FloorHi[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
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// We need to store the intermediate result in a volatile variable, otherwise gcc -O2 optimizes
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// through the undefined behavior in cNoise and produces different data than the other platforms / build types (#4384)
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volatile int intermediate =
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m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) *
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m_Noise2.IntNoise3DInt(BaseX + INTERPOL_Z * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) /
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256;
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//*/
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/*
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FloorHi[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
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m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) / 256;
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//*/
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m_Noise2.IntNoise3DInt(BaseX + INTERPOL_Z * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z);
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FloorHi[INTERPOL_X * x + 17 * INTERPOL_Z * z] = intermediate / 256;
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} // for x, z - FloorLo[]
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LinearUpscale2DArrayInPlace<17, 17, INTERPOL_X, INTERPOL_Z>(FloorHi);
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@ -287,7 +279,7 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc:
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for (int y = 0; y < SEGMENT_HEIGHT; y++)
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{
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int Val = Lo + (Hi - Lo) * y / SEGMENT_HEIGHT;
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if (Val < Threshold) // Don't calculate if the block should be Netherrack when it's already decided that it's air.
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if (Val < Threshold)
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{
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a_ChunkDesc.SetBlockType(x, y + Segment, z, E_BLOCK_NETHERRACK);
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}
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@ -298,7 +290,7 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc:
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std::swap(FloorLo, FloorHi);
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}
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// Bedrock at the bottom and at the top:
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// Bedrock at the bottom and at the top, cover ceiling with netherrack:
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for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
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{
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a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
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