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-rw-r--r--src/mapgen_v6.cpp36
1 files changed, 18 insertions, 18 deletions
diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp
index b8474cb53..04c3b147e 100644
--- a/src/mapgen_v6.cpp
+++ b/src/mapgen_v6.cpp
@@ -246,13 +246,13 @@ float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
if (flags & MG_FLAT)
return water_level;
- float terrain_base = NoisePerlin2DPosOffset(noise_terrain_base->np,
+ float terrain_base = NoisePerlin2DPosOffset(&noise_terrain_base->np,
p.X, 0.5, p.Y, 0.5, seed);
- float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
+ float terrain_higher = NoisePerlin2DPosOffset(&noise_terrain_higher->np,
p.X, 0.5, p.Y, 0.5, seed);
- float steepness = NoisePerlin2DPosOffset(noise_steepness->np,
+ float steepness = NoisePerlin2DPosOffset(&noise_steepness->np,
p.X, 0.5, p.Y, 0.5, seed);
- float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
+ float height_select = NoisePerlin2DNoTxfmPosOffset(&noise_height_select->np,
p.X, 0.5, p.Y, 0.5, seed);
return baseTerrainLevel(terrain_base, terrain_higher,
@@ -550,37 +550,37 @@ void MapgenV6::calculateNoise() {
// Need to adjust for the original implementation's +.5 offset...
if (!(flags & MG_FLAT)) {
noise_terrain_base->perlinMap2D(
- x + 0.5 * noise_terrain_base->np->spread.X,
- z + 0.5 * noise_terrain_base->np->spread.Z);
+ x + 0.5 * noise_terrain_base->np.spread.X,
+ z + 0.5 * noise_terrain_base->np.spread.Z);
noise_terrain_base->transformNoiseMap();
noise_terrain_higher->perlinMap2D(
- x + 0.5 * noise_terrain_higher->np->spread.X,
- z + 0.5 * noise_terrain_higher->np->spread.Z);
+ x + 0.5 * noise_terrain_higher->np.spread.X,
+ z + 0.5 * noise_terrain_higher->np.spread.Z);
noise_terrain_higher->transformNoiseMap();
noise_steepness->perlinMap2D(
- x + 0.5 * noise_steepness->np->spread.X,
- z + 0.5 * noise_steepness->np->spread.Z);
+ x + 0.5 * noise_steepness->np.spread.X,
+ z + 0.5 * noise_steepness->np.spread.Z);
noise_steepness->transformNoiseMap();
noise_height_select->perlinMap2D(
- x + 0.5 * noise_height_select->np->spread.X,
- z + 0.5 * noise_height_select->np->spread.Z);
+ x + 0.5 * noise_height_select->np.spread.X,
+ z + 0.5 * noise_height_select->np.spread.Z);
noise_mud->perlinMap2D(
- x + 0.5 * noise_mud->np->spread.X,
- z + 0.5 * noise_mud->np->spread.Z);
+ x + 0.5 * noise_mud->np.spread.X,
+ z + 0.5 * noise_mud->np.spread.Z);
noise_mud->transformNoiseMap();
}
noise_beach->perlinMap2D(
- x + 0.2 * noise_beach->np->spread.X,
- z + 0.7 * noise_beach->np->spread.Z);
+ x + 0.2 * noise_beach->np.spread.X,
+ z + 0.7 * noise_beach->np.spread.Z);
noise_biome->perlinMap2D(
- x + 0.6 * noise_biome->np->spread.X,
- z + 0.2 * noise_biome->np->spread.Z);
+ x + 0.6 * noise_biome->np.spread.X,
+ z + 0.2 * noise_biome->np.spread.Z);
}