Use all three color channels when loading heightmaps following 204b04f2d4
, refs #5018.
Removes wrong debug leftover line from204b04f2d4
and unneeded clamp fromc9abf6f68c
. Differential Revision: https://code.wildfiregames.com/D1816 Patch By: Angen Comments By: Vladislav This was SVN commit r22892.
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@ -1,4 +1,4 @@
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/* Copyright (C) 2018 Wildfire Games.
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/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -85,11 +85,10 @@ Status ParseHeightmapImage(const shared_ptr<u8>& fileData, size_t fileSize, std:
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// Repeat the last pixel of the image for the last vertex of the heightmap
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int offset = std::min(y, tileSize - 1) * mapLineSkip + std::min(x, tileSize - 1) * bytesPP;
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// Pick color channel with highest value
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u16 value = std::max({mapdata[offset], mapdata[offset + bytesPP], mapdata[offset + bytesPP * 2]});
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value = mapdata[offset];
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heightmap[(tileSize - y) * (tileSize + 1) + x] = clamp(value * 256, 0, 65535);
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heightmap[(tileSize - y) * (tileSize + 1) + x] = static_cast<u16>(256) * std::max({
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mapdata[offset],
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mapdata[offset + bytesPP],
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mapdata[offset + bytesPP * 2]});
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}
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return INFO::OK;
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