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author | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2014-07-20 13:02:23 +0200 |
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committer | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2014-07-20 13:02:23 +0200 |
commit | d0e7b2f18b15afbc78adfdcf7d1b7b3511a0a6ab (patch) | |
tree | 4f283dd99354a72bb8ba30da637b38adb5521b76 /src/LightingThread.h | |
parent | Proper comment for DropBlock() (diff) | |
parent | NBTChunkSerializer.cpp: Added break after serializing the splash potion (diff) | |
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Diffstat (limited to 'src/LightingThread.h')
-rw-r--r-- | src/LightingThread.h | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/LightingThread.h b/src/LightingThread.h index a484fcbed..f71d2cf1a 100644 --- a/src/LightingThread.h +++ b/src/LightingThread.h @@ -16,7 +16,7 @@ Lighting is calculated in a flood-fill fashion: The seeds need two fast operations: - Check if a block at [x, y, z] is already a seed - Get the next seed in the row -For that reason it is stored in two arrays, one stores a bool saying a seed is in that position, +For that reason it is stored in two arrays, one stores a bool saying a seed is in that position, the other is an array of seed coords, encoded as a single int. Step 2 needs two separate storages for old seeds and new seeds, so there are two actual storages for that purpose, their content is swapped after each full step-2-cycle. @@ -82,7 +82,7 @@ protected: cLightingChunkStay(cLightingThread & a_LightingThread, int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter); protected: - virtual void OnChunkAvailable(int a_ChunkX, int a_ChunkZ) override + virtual void OnChunkAvailable(int a_ChunkX, int a_ChunkZ) override { UNUSED(a_ChunkX); UNUSED(a_ChunkZ); @@ -157,7 +157,7 @@ protected: /** Does one step in the light calculation - one seed propagation and seed recalculation */ void CalcLightStep( - NIBBLETYPE * a_Light, + NIBBLETYPE * a_Light, int a_NumSeedsIn, unsigned char * a_IsSeedIn, unsigned int * a_SeedIdxIn, int & a_NumSeedsOut, unsigned char * a_IsSeedOut, unsigned int * a_SeedIdxOut ); @@ -166,7 +166,7 @@ protected: void CompressLight(NIBBLETYPE * a_LightArray, NIBBLETYPE * a_ChunkLight); inline void PropagateLight( - NIBBLETYPE * a_Light, + NIBBLETYPE * a_Light, unsigned int a_SrcIdx, unsigned int a_DstIdx, int & a_NumSeedsOut, unsigned char * a_IsSeedOut, unsigned int * a_SeedIdxOut ) |