fix world generator
This commit is contained in:
parent
1f9b10db6e
commit
618b3d7f61
@ -91,7 +91,7 @@ static inline void generate_pole(
|
||||
voxel* voxels,
|
||||
int x, int z
|
||||
) {
|
||||
uint y = top;
|
||||
uint y = std::min<uint>(top, CHUNK_H - 1);
|
||||
uint layerExtension = 0;
|
||||
for (const auto& layer : layers.layers) {
|
||||
// skip layer if can't be generated under sea level
|
||||
@ -106,7 +106,9 @@ static inline void generate_pole(
|
||||
} else {
|
||||
layerHeight += layerExtension;
|
||||
}
|
||||
layerHeight = std::min(static_cast<uint>(layerHeight), y+1);
|
||||
layerHeight = std::min(
|
||||
static_cast<uint>(layerHeight), std::min<uint>(CHUNK_H - 1, y + 1)
|
||||
);
|
||||
|
||||
for (uint i = 0; i < layerHeight; i++, y--) {
|
||||
voxels[vox_index(x, y, z)].id = layer.rt.id;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user