Comment cleanup

This commit is contained in:
2023-10-15 17:22:05 -04:00
parent cbd8685d4b
commit f9d2232a9b
+4 -5
View File
@@ -38,7 +38,7 @@ public class Terrain {
// that all similar terrains share. (See JSON) // that all similar terrains share. (See JSON)
if (this.zone.terrain_type.equals("PLANAR")) if (this.zone.terrain_type.equals("PLANAR"))
this.heightmap = 1006301; // all 255 this.heightmap = 1006301; // all 0
// Load pixel data for this terrain from cache // Load pixel data for this terrain from cache
@@ -58,10 +58,9 @@ public class Terrain {
this.cell_size.x = terrain_size.x / this.cell_count.x; this.cell_size.x = terrain_size.x / this.cell_count.x;
this.cell_size.y = terrain_size.y / this.cell_count.y; this.cell_size.y = terrain_size.y / this.cell_count.y;
// Blending and height scaling configuration. These rations are used to // Blending and height scaling configuration. These ratios are used to
// determine whether a location is within the blending area. Can also be // determine the blending area between child and parent terrains when
// done with bounding boxes and subtracting two areas but this is the way // they are stitched together.
// SB modeled things, and we are an SB emulator!
Vector2f major_blend = new Vector2f(this.zone.max_blend / this.zone.major_radius, Vector2f major_blend = new Vector2f(this.zone.max_blend / this.zone.major_radius,
this.zone.min_blend / this.zone.major_radius); this.zone.min_blend / this.zone.major_radius);