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Grass spread: check chunk & light validity correctly

This commit is contained in:
Tiger Wang 2020-09-22 21:17:52 +01:00
parent 281beba50e
commit 10bd15a11e
1 changed files with 2 additions and 2 deletions

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@ -52,7 +52,7 @@ private:
const Vector3i a_RelPos const Vector3i a_RelPos
) const override ) const override
{ {
if (!a_Chunk.GetWorld()->IsChunkLighted(a_Chunk.GetPosX(), a_Chunk.GetPosZ())) if (!a_Chunk.IsLightValid())
{ {
a_Chunk.GetWorld()->QueueLightChunk(a_Chunk.GetPosX(), a_Chunk.GetPosZ()); a_Chunk.GetWorld()->QueueLightChunk(a_Chunk.GetPosX(), a_Chunk.GetPosZ());
return; return;
@ -133,7 +133,7 @@ private:
} }
auto Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(a_RelPos); auto Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(a_RelPos);
if (Chunk == nullptr) if ((Chunk == nullptr) || !Chunk->IsValid())
{ {
// Unloaded chunk // Unloaded chunk
return; return;