Minor optimization to lighting's world interface

This commit is contained in:
Drew DeVault 2015-07-04 09:11:06 -06:00
parent f7ffe718a7
commit 03517f97d1

@ -6,6 +6,7 @@ using TrueCraft.API;
using System.Collections.Generic;
// https://github.com/SirCmpwn/TrueCraft/wiki/Lighting
using System.Diagnostics;
namespace TrueCraft.Core.Lighting
{
@ -161,15 +162,15 @@ namespace TrueCraft.Core.Lighting
if (chunk == null || !chunk.TerrainPopulated) // Move on if this chunk is empty
return;
var data = World.GetBlockData(coords);
var provider = BlockRepository.GetBlockProvider(data.ID);
var id = World.GetBlockID(coords);
var provider = BlockRepository.GetBlockProvider(id);
// The opacity of the block determines the amount of light it receives from
// neighboring blocks. This is subtracted from the max of the neighboring
// block values. We must subtract at least 1.
byte opacity = Math.Max(provider.LightOpacity, (byte)1);
byte current = op.SkyLight ? data.SkyLight : data.BlockLight;
byte current = op.SkyLight ? World.GetSkyLight(coords) : World.GetBlockLight(coords);
byte final = 0;
// Calculate emissiveness