// Take a fair amount as we will be dropping more out later
v3s16 p_blocks_min(
- p_nodes_min.X / MAP_BLOCKSIZE - 1,
- p_nodes_min.Y / MAP_BLOCKSIZE - 1,
- p_nodes_min.Z / MAP_BLOCKSIZE - 1);
+ p_nodes_min.X / MAP_BLOCKSIZE - 2,
+ p_nodes_min.Y / MAP_BLOCKSIZE - 2,
+ p_nodes_min.Z / MAP_BLOCKSIZE - 2);
v3s16 p_blocks_max(
- p_nodes_max.X / MAP_BLOCKSIZE,
- p_nodes_max.Y / MAP_BLOCKSIZE,
- p_nodes_max.Z / MAP_BLOCKSIZE);
+ p_nodes_max.X / MAP_BLOCKSIZE + 1,
+ p_nodes_max.Y / MAP_BLOCKSIZE + 1,
+ p_nodes_max.Z / MAP_BLOCKSIZE + 1);
u32 vertex_count = 0;