Should have been min

This commit is contained in:
Marc Gilleron 2021-09-12 00:55:15 +01:00
parent 454d8b2c7f
commit 3ee79ec068

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@ -104,7 +104,7 @@ void VoxelInstanceGenerator::generate_transforms(
// so it's possible a different emit mode will produce different amounts of instances.
// I had to use `uint64` and clamp it because floats can't contain `0xffffffff` accurately. Instead
// it results in `0x100000000`, one unit above.
const uint32_t density_u32 = max(uint64_t(0xffffffff * (_density / MAX_DENSITY)), uint64_t(0xffffffff));
const uint32_t density_u32 = min(uint64_t(0xffffffff * (_density / MAX_DENSITY)), uint64_t(0xffffffff));
const int size = vertices.size();
for (int i = 0; i < size; ++i) {
// TODO We could actually generate indexes and pick those,