// cTerrainCompositionGen overrides: virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) override { a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); for (int z = 0; z < cChunkDef::Width; z++) { for (int x = 0; x < cChunkDef::Width; x++) { ComposeColumn(a_ChunkDesc, x, z, &(a_Shape[x * 256 + z * 16 * 256])); } // for x } // for z }
void cDistortedHeightmap::ComposeTerrain(cChunkDesc & a_ChunkDesc) { // Prepare the internal state for generating this chunk: PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); // Compose: a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); for (int z = 0; z < cChunkDef::Width; z++) { for (int x = 0; x < cChunkDef::Width; x++) { ComposeColumn(a_ChunkDesc, x, z); } // for x } // for z }