for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
- s16 river_y = round(noise_rivers->result[index_2d]);
- s16 surface_y = round(noise_terrain_height->result[index_2d]);
+ s16 river_y = floor(noise_rivers->result[index_2d]);
+ s16 surface_y = floor(noise_terrain_height->result[index_2d]);
float slope = noise_inter_valley_slope->result[index_2d];
heightmap[index_2d] = surface_y;
} else if (river && y < river_y) {
// river
vm->m_data[index_data] = n_river_water;
- } else if ((!fast_terrain) && (!river) && fill * slope > y - surface_y) {
+ } else if ((!fast_terrain) && (!river) && round(fill * slope) >= y - surface_y) {
// ground (slow method)
vm->m_data[index_data] = n_stone;
heightmap[index_2d] = surface_max_y = y;