for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
int j = (z - node_min.Z) * csize.X + (x - node_min.X);
- if (heightmap[j] < water_level - 4)
+ if (heightmap[j] < water_level - 16)
continue;
- float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1;
- //widthn = rangelim(widthn, -0.05, 0.5);
-
- float width = 0.3; // TODO: figure out acceptable perlin noise values
+ float width = 0.2; // TODO: figure out acceptable perlin noise values
float uwatern = noise_ridge_uwater->result[j] * 2;
- if (uwatern < -width || uwatern > width)
+ if (fabs(uwatern) > width)
continue;
+ float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1;
+ widthn = rangelim(widthn, -0.05, 0.5);
+
float height_mod = (float)(y + 17) / 2.5;
float width_mod = (width - fabs(uwatern));
float nridge = noise_ridge->result[index] * (float)y / 7.0;