Noise3D: Fixed composition when reusing the buffer (caused chopped trees)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1420 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -479,6 +479,10 @@ void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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{
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{
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int LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
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int LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
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bool HasHadWater = false;
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bool HasHadWater = false;
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for (int y = LastAir; y < cChunkDef::Height; y++)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR);
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}
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for (int y = LastAir - 1; y > 0; y--)
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for (int y = LastAir - 1; y > 0; y--)
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{
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{
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if (m_NoiseArray[x + 17 * z + 17 * 17 * y] > m_AirThreshold)
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if (m_NoiseArray[x + 17 * z + 17 * 17 * y] > m_AirThreshold)
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