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author | paramat <mat.gregory@virginmedia.com> | 2016-01-31 04:23:46 +0000 |
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committer | paramat <mat.gregory@virginmedia.com> | 2016-02-02 06:37:01 +0000 |
commit | 0a8af8814787654dcbe0459a28255586fbfa3bd1 (patch) | |
tree | a39f134cbe4e2a4d12110202f614e1a5495a0fa1 /src/irrlichttypes_bloated.h | |
parent | 80c7612e76ca83fa69a6e709213026478edfe5ab (diff) | |
download | minetest-0a8af8814787654dcbe0459a28255586fbfa3bd1.tar.gz minetest-0a8af8814787654dcbe0459a28255586fbfa3bd1.tar.bz2 minetest-0a8af8814787654dcbe0459a28255586fbfa3bd1.zip |
Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCaves
Tunnel 3D noises are only calculated when solid terrain is present
in mapchunk, avoiding large amounts of unnecessary calculations
Change 'int' to 's16' in calculateNoise
Change 'i' to 'vi' for voxelmanip indexes for consistency
Keep 'u32 index3d' local to a smaller part of tunnel code
Mgv7: Don't call CaveV7 if no solid terrain in mapchunk
Give 'open' bool a more descriptive name
Diffstat (limited to 'src/irrlichttypes_bloated.h')
0 files changed, 0 insertions, 0 deletions