for (u32 i = 0; i < grass_count; i++) {
s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
-
- s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this!
- if (y < water_level || y < node_min.Y || y > node_max.Y)
+ int mapindex = central_area_size.X * (z - node_min.Z)
+ + (x - node_min.X);
+ s16 y = heightmap[mapindex];
+ if (y < water_level)
continue;
u32 vi = vm->m_area.index(x, y, z);
for (u32 i = 0; i < tree_count; i++) {
s16 x = myrand_range(p2d_min.X, p2d_max.X);
s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
- s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this!
+ int mapindex = central_area_size.X * (z - node_min.Z)
+ + (x - node_min.X);
+ s16 y = heightmap[mapindex];
// Don't make a tree under water level
// Don't make a tree so high that it doesn't fit
if(y < water_level || y > node_max.Y - 6)