VoxelArea required_a = a;
required_a.pad(v3s16(0,0,0));
// Make sure we have access to it
- v.emerge(a);
+ v.addArea(a);
for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
VoxelArea required_a = a;
required_a.pad(v3s16(0,1,0));
// Make sure we have access to it
- v.emerge(a);
+ v.addArea(a);
s16 max_y = a.MaxEdge.Y;
s16 min_y = a.MinEdge.Y;