Lights fix

This commit is contained in:
MihailRis 2023-11-24 20:26:16 +03:00
parent 48b6c92472
commit a7b351d5bc

View File

@ -72,6 +72,7 @@ void LightSolver::solve(){
int z = entry.z+coords[i*3+2];
Chunk* chunk = chunks->getChunkByVoxel(x,y,z);
if (chunk) {
chunk->setModified(true);
int light = chunks->getLight(x,y,z, channel);
if (light != 0 && light == entry.light-1){
lightentry nentry;
@ -81,7 +82,6 @@ void LightSolver::solve(){
nentry.light = light;
remqueue.push(nentry);
chunk->lightmap->set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, 0);
chunk->setModified(true);
}
else if (light >= entry.light){
lightentry nentry;
@ -109,12 +109,12 @@ void LightSolver::solve(){
int z = entry.z+coords[i*3+2];
Chunk* chunk = chunks->getChunkByVoxel(x,y,z);
if (chunk) {
chunk->setModified(true);
int light = chunks->getLight(x,y,z, channel);
voxel* v = chunks->get(x,y,z);
const Block* block = blockDefs[v->id];
if (block->lightPassing && light+2 <= entry.light){
chunk->lightmap->set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, entry.light-1);
chunk->setModified(true);
lightentry nentry;
nentry.x = x;
nentry.y = y;