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Optionally specify propagateSunlight area in calcLighting

This fixes the Mapgen V5 calcLighting segfault
This commit is contained in:
kwolekr 2015-01-05 01:18:53 -05:00
parent 00bca11f59
commit 7289d61e99
4 changed files with 39 additions and 21 deletions

View file

@ -202,7 +202,7 @@ void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nm
}
void Mapgen::setLighting(v3s16 nmin, v3s16 nmax, u8 light)
void Mapgen::setLighting(u8 light, v3s16 nmin, v3s16 nmax)
{
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
VoxelArea a(nmin, nmax);
@ -241,6 +241,19 @@ void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
}
void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax)
{
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
//TimeTaker t("updateLighting");
propagateSunlight(nmin, nmax);
spreadLight(full_nmin, full_nmax);
//printf("updateLighting: %dms\n", t.stop());
}
void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax)
{
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);