diff --git a/src/farmesh.cpp b/src/farmesh.cpp index 3faac16..efbbeb6 100644 --- a/src/farmesh.cpp +++ b/src/farmesh.cpp @@ -126,16 +126,16 @@ HeightPoint ground_height(u64 seed, v2s16 p2d) return n->getValue(); HeightPoint hp; hp.gh = BS*base_rock_level_2d(seed, p2d); - hp.gh -= BS*2; // Lower a bit so that it is not that much in the way hp.ma = BS*get_mud_add_amount(seed, p2d); hp.have_sand = get_have_sand(seed, p2d); if(hp.gh > BS*WATER_LEVEL) hp.tree_amount = tree_amount_2d(seed, p2d); else hp.tree_amount = 0; - // No mud has been added if mud amount is less than 2 - if(hp.ma < 2.0*BS) + // No mud has been added if mud amount is less than 1 + if(hp.ma < 1.0*BS) hp.ma = 0.0; + hp.gh -= BS*3; // Lower a bit so that it is not that much in the way g_heights[p2d] = hp; return hp; } @@ -274,7 +274,10 @@ void FarMesh::render() //light_f /= 2.0; v2f p1 = p0 + v2f(1,1)*grid_size; - + + bool ground_is_sand = false; + bool ground_is_rock = false; + bool ground_is_mud = false; video::SColor c; // Detect water if(h_avg < WATER_LEVEL*BS && h_max < (WATER_LEVEL+5)*BS) @@ -294,6 +297,7 @@ void FarMesh::render() else if(steepness > 2.0) { c = video::SColor(255,128,128,128); + ground_is_rock = true; } // Basic ground else @@ -301,11 +305,15 @@ void FarMesh::render() if(ma_avg < 2.0*BS) { c = video::SColor(255,128,128,128); + ground_is_rock = true; } else { if(h_avg <= 2.5*BS && have_sand_count >= 2) + { c = video::SColor(255,210,194,156); + ground_is_sand = true; + } else { /*// Trees if there are over 0.01 trees per MapNode @@ -314,6 +322,7 @@ void FarMesh::render() else c = video::SColor(255,107,134,51);*/ c = video::SColor(255,107,134,51); + ground_is_mud = true; } } } @@ -345,8 +354,8 @@ void FarMesh::render() video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT); // Add some trees if appropriate - if(tree_amount_avg > 0.006 && steepness < 1.0 - && ma_avg >= 2.0*BS && have_sand_count <= 2) + if(tree_amount_avg >= 0.005 && steepness < 1.0 + && ground_is_mud == true) { driver->setMaterial(m_materials[1]);