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commit
ba50014acd
@ -94,8 +94,8 @@ pub fn generateMapFragment(map: *MapFragment, worldSeed: u64) void {
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const wy: f32 = @floatFromInt(y*map.pos.voxelSize + map.pos.wy);
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const offsetX = (xOffsetMap.get(x, y) - 0.5)*offsetScale;
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const offsetY = (yOffsetMap.get(x, y) - 0.5)*offsetScale;
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var updatedX = wx + offsetX;
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var updatedY = wy + offsetY;
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const updatedX = wx + offsetX;
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const updatedY = wy + offsetY;
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var xBiome: i32 = @intFromFloat(@floor((updatedX - @as(f32, @floatFromInt(map.pos.wx)))/biomeSize));
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var yBiome: i32 = @intFromFloat(@floor((updatedY - @as(f32, @floatFromInt(map.pos.wy)))/biomeSize));
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const relXBiome = (0.5 + offsetX + @as(f32, @floatFromInt(x*map.pos.voxelSize -% xBiome*biomeSize)))/biomeSize;
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@ -156,8 +156,6 @@ pub fn generateMapFragment(map: *MapFragment, worldSeed: u64) void {
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// Select a biome. Also adding some white noise to make a smoother transition.
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updatedX += random.nextFloatSigned(&seed)*3.5*biomeSize/32;
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updatedY += random.nextFloatSigned(&seed)*3.5*biomeSize/32;
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xBiome = @intFromFloat(@round((updatedX - @as(f32, @floatFromInt(map.pos.wx)))/biomeSize));
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xBiome += offset;
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yBiome = @intFromFloat(@round((updatedY - @as(f32, @floatFromInt(map.pos.wy)))/biomeSize));
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