forked from MagicBane/Server
Comment cleanup
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@@ -38,7 +38,7 @@ public class Terrain {
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// that all similar terrains share. (See JSON)
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// that all similar terrains share. (See JSON)
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if (this.zone.terrain_type.equals("PLANAR"))
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if (this.zone.terrain_type.equals("PLANAR"))
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this.heightmap = 1006301; // all 255
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this.heightmap = 1006301; // all 0
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// Load pixel data for this terrain from cache
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// Load pixel data for this terrain from cache
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@@ -58,10 +58,9 @@ public class Terrain {
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this.cell_size.x = terrain_size.x / this.cell_count.x;
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this.cell_size.x = terrain_size.x / this.cell_count.x;
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this.cell_size.y = terrain_size.y / this.cell_count.y;
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this.cell_size.y = terrain_size.y / this.cell_count.y;
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// Blending and height scaling configuration. These rations are used to
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// Blending and height scaling configuration. These ratios are used to
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// determine whether a location is within the blending area. Can also be
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// determine the blending area between child and parent terrains when
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// done with bounding boxes and subtracting two areas but this is the way
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// they are stitched together.
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// SB modeled things, and we are an SB emulator!
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Vector2f major_blend = new Vector2f(this.zone.max_blend / this.zone.major_radius,
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Vector2f major_blend = new Vector2f(this.zone.max_blend / this.zone.major_radius,
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this.zone.min_blend / this.zone.major_radius);
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this.zone.min_blend / this.zone.major_radius);
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