Fix biome blending using underground biomes
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+3
-3
@@ -124,10 +124,10 @@ public abstract class AbstractDhTintGetter implements BlockAndTintGetter
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int rollingBlue = 0;
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int xMin = mutableBlockPos.getX() - this.smoothingRadiusInBlocks;
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int xMax = mutableBlockPos.getX() + this.smoothingRadiusInBlocks;
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int xMax = mutableBlockPos.getX() + this.smoothingRadiusInBlocks + 1; // +1 to account for the center block
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int zMin = mutableBlockPos.getZ() - this.smoothingRadiusInBlocks;
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int zMax = mutableBlockPos.getZ() + this.smoothingRadiusInBlocks;
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int zMax = mutableBlockPos.getZ() + this.smoothingRadiusInBlocks + 1;
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int levelMinY = this.clientLevelWrapper.getMinHeight();
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@@ -141,7 +141,7 @@ public abstract class AbstractDhTintGetter implements BlockAndTintGetter
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// this can return the same position/datapoint for larger LODs duplicating work,
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// however for small smoothing ranges that isn't a big deal and for large LODs
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// we ignore smoothing anyway
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long dataPoint = this.fullDataSource.getDataPointAtBlockPos(mutableBlockPos.getX(), mutableBlockPos.getY(), mutableBlockPos.getZ());
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long dataPoint = this.fullDataSource.getDataPointAtBlockPos(mutableBlockPos.getX(), mutableBlockPos.getY(), mutableBlockPos.getZ(), levelMinY);
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if (dataPoint == FullDataPointUtil.EMPTY_DATA_POINT)
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{
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continue;
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+1
-1
Submodule coreSubProjects updated: 7e46adf469...227d0d09ba
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