(svn r27044) -Change (r26905, r26984): Scale heightmap greyscales > 0 evenly to heightlevels > 0, instead of giving heightlevel 1 a bigger loading. Sea level remains at pure black only.

pull/155/head
frosch 10 years ago
parent ed8f48a945
commit 372acd13be

@ -364,16 +364,16 @@ static void GrayscaleToMapHeights(uint img_width, uint img_height, byte *map)
assert(img_row < img_height);
assert(img_col < img_width);
/* The height in 1/256ths. */
uint heightmap_height = map[img_row * img_width + img_col];
/* The height in 1/256ths of the maximum height. */
heightmap_height *= (1 + _settings_game.construction.max_heightlevel);
/* Scaling should not alter the coastline, thus values in the interval ]0..1] result in a heightlevel of 1 */
if (IsInsideMM(heightmap_height, 1, 256)) heightmap_height = 256;
if (heightmap_height > 0) {
/* 0 is sea level.
* Other grey scales are scaled evenly to the available height levels > 0.
* (The coastline is independent from the number of height levels) */
heightmap_height = 1 + (heightmap_height - 1) * _settings_game.construction.max_heightlevel / 255;
}
SetTileHeight(tile, heightmap_height / 256);
SetTileHeight(tile, heightmap_height);
}
/* Only clear the tiles within the map area. */
if (IsInnerTile(tile)) {

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