Speed-up. I got about 40 extra ch/s
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@ -589,17 +589,22 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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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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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(BaseX * cChunkDef::Width + x)) / 8;
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(BaseZ * cChunkDef::Width + z)) / 8;
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NOISE_DATATYPE CompBlock = m_Noise1.CubicNoise3D(NoiseX, (float) y, NoiseY);
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if (CompBlock < -0.5)
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BLOCKTYPE Block = E_BLOCK_AIR;
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if (Val < m_Threshold) // Don't calculate if the block should be Netherrack or Soulsand when it's already decided that it's air.
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{
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a_ChunkDesc.SetBlockType(x, y + Segment, z, (Val < m_Threshold) ? E_BLOCK_SOULSAND : E_BLOCK_AIR);
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}
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else
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{
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a_ChunkDesc.SetBlockType(x, y + Segment, z, (Val < m_Threshold) ? E_BLOCK_NETHERRACK : E_BLOCK_AIR);
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(BaseX * cChunkDef::Width + x)) / 8;
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(BaseZ * cChunkDef::Width + z)) / 8;
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NOISE_DATATYPE CompBlock = m_Noise1.CubicNoise3D(NoiseX, (float) y, NoiseY);
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if (CompBlock < -0.5)
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{
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Block = E_BLOCK_SOULSAND;
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}
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else
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{
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Block = E_BLOCK_NETHERRACK;
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}
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}
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a_ChunkDesc.SetBlockType(x, y + Segment, z, Block);
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}
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}
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