Vertical biome blend: Tune blend patterns
parent
2bc7c5ff93
commit
f9ad061910
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@ -133,7 +133,7 @@ Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, s16 y
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}
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}
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}
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}
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mysrand(y + (heat - humidity) * 2);
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mysrand(y + (heat + humidity) / 2);
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if (biome_closest_blend &&
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if (biome_closest_blend &&
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myrand_range(0, biome_closest_blend->vertical_blend) >=
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myrand_range(0, biome_closest_blend->vertical_blend) >=
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y - biome_closest_blend->y_max)
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y - biome_closest_blend->y_max)
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@ -196,7 +196,7 @@ BiomeGenOriginal::~BiomeGenOriginal()
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delete noise_humidity_blend;
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delete noise_humidity_blend;
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}
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}
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// Only usable in a mapgen thread
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Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const
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Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const
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{
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{
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float heat =
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float heat =
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@ -286,8 +286,9 @@ Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) c
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}
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}
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// Carefully tune pseudorandom seed variation to avoid single node dither
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// Carefully tune pseudorandom seed variation to avoid single node dither
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// and create larger scale blending patterns.
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// and create larger scale blending patterns similar to horizontal biome
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mysrand(y + (heat - humidity) * 2);
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// blend.
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mysrand(y + (heat + humidity) / 2);
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if (biome_closest_blend &&
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if (biome_closest_blend &&
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myrand_range(0, biome_closest_blend->vertical_blend) >=
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myrand_range(0, biome_closest_blend->vertical_blend) >=
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