chunk stuff and camera smoothing
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@@ -1059,11 +1059,12 @@ namespace VoxelIsometricRenderer
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}
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public void GenerateLightMap()
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{
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Chunk ChunkAbove = ChunkRegistry.FetchChunk(String.Format("x={0};y={1};z={2}", ChunkPos[0], ChunkPos[1] +1, ChunkPos[2]));
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for (int x = 0;x < SkyLightHeightMap.GetLength(0); x++)
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{
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for(int z = 0; z < SkyLightHeightMap.GetLength(1); z++)
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{
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int Y = 1;
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int Y = ChunkAbove != null ? ChunkAbove.SkyLightHeightMap[x,1,z] != 0 ? ChunkAbove.SkyLightHeightMap[x, 1, z] : 1 : 1;
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for (int y = SkyLightHeightMap.GetLength(1) - 1; y > 0; y--)
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{
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SkyLightHeightMap[x, y, z] = Y;
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@@ -1087,7 +1088,7 @@ namespace VoxelIsometricRenderer
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{
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if (BlockReg[x, y, z] != -1 && Culled[x, y, z] == false)
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{
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BlockRegistry.RenderBlock(g, BlockReg[x, y, z], x + ChunkPos[0] * ChunkRegistry.FetchDimensions()[0], y + ChunkPos[1] * ChunkRegistry.FetchDimensions()[1], z + ChunkPos[1] * ChunkRegistry.FetchDimensions()[1], SkyLightHeightMap[x, y, z]);
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BlockRegistry.RenderBlock(g, BlockReg[x, y, z], x + ChunkPos[0] * ChunkRegistry.FetchDimensions()[0], y + ChunkPos[1] * ChunkRegistry.FetchDimensions()[1], z + ChunkPos[2] * ChunkRegistry.FetchDimensions()[2], SkyLightHeightMap[x, y, z]);
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}
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}
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}
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@@ -1153,6 +1154,10 @@ namespace VoxelIsometricRenderer
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static int ChunkLength = 16;
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static List<Chunk> Chunks = new List<Chunk>();
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static List<string> Chunk_Pos_Lookup = new List<string>();
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public static int FetchChunkCount()
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{
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return Chunks.Count;
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}
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public static Chunk IndexChunk(int x, int y, int z)
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{
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Chunk newChunk = new Chunk(x, y, z, ChunkWidth, ChunkHeight, ChunkLength, Chunks.Count);
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