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0
forked from 0ad/0ad

Use all three color channels when loading heightmaps following 204b04f2d4, refs #5018.

Removes wrong debug leftover line from 204b04f2d4 and unneeded clamp
from c9abf6f68c.

Differential Revision: https://code.wildfiregames.com/D1816
Patch By: Angen
Comments By: Vladislav
This was SVN commit r22892.
This commit is contained in:
elexis 2019-09-12 19:30:43 +00:00
parent 4c454f3eee
commit cbc04ba83b

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2018 Wildfire Games.
/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -85,11 +85,10 @@ Status ParseHeightmapImage(const shared_ptr<u8>& fileData, size_t fileSize, std:
// Repeat the last pixel of the image for the last vertex of the heightmap
int offset = std::min(y, tileSize - 1) * mapLineSkip + std::min(x, tileSize - 1) * bytesPP;
// Pick color channel with highest value
u16 value = std::max({mapdata[offset], mapdata[offset + bytesPP], mapdata[offset + bytesPP * 2]});
value = mapdata[offset];
heightmap[(tileSize - y) * (tileSize + 1) + x] = clamp(value * 256, 0, 65535);
heightmap[(tileSize - y) * (tileSize + 1) + x] = static_cast<u16>(256) * std::max({
mapdata[offset],
mapdata[offset + bytesPP],
mapdata[offset + bytesPP * 2]});
}
return INFO::OK;