this->large_cave_depth = params->large_cave_depth;
this->lava_depth = params->lava_depth;
this->float_mount_density = params->float_mount_density;
- float_mount_height_lim = MYMAX(params->float_mount_height, 1.0f);
this->floatland_level = params->floatland_level;
this->shadow_limit = params->shadow_limit;
this->cavern_limit = params->cavern_limit;
this->cavern_taper = params->cavern_taper;
this->cavern_threshold = params->cavern_threshold;
+ // This is to avoid a divide-by-zero.
+ // Parameter will be saved to map_meta.txt in limited form.
+ params->float_mount_height = MYMAX(params->float_mount_height, 1.0f);
+
// 2D noise
noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
{
// Make rim 2 nodes thick to match floatland base terrain
float density_gradient = (y >= floatland_level) ?
- -pow((float)(y - floatland_level) / float_mount_height_lim, 0.75f) :
- -pow((float)(floatland_level - 1 - y) / float_mount_height_lim, 0.75f);
+ -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
+ -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
float floatn = noise_mountain->result[idx_xyz] + float_mount_density;