예제 #1
0
	// 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
	}
예제 #2
0
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
}