Revert "phase(N.1): add ACME-conformant per-vertex road check"
This reverts commit e279c46aac.
This commit is contained in:
parent
e279c46aac
commit
677a726e61
1 changed files with 4 additions and 12 deletions
|
|
@ -100,14 +100,10 @@ public static class SceneryGenerator
|
||||||
uint terrainType = (uint)((raw >> 2) & 0x1F); // bits 2-6
|
uint terrainType = (uint)((raw >> 2) & 0x1F); // bits 2-6
|
||||||
uint sceneType = (uint)((raw >> 11) & 0x1F); // bits 11-15
|
uint sceneType = (uint)((raw >> 11) & 0x1F); // bits 11-15
|
||||||
|
|
||||||
// ACME-conformant per-vertex road check (GameScene.cs:1074).
|
// NOTE: retail does NOT skip based on this vertex's road bit.
|
||||||
// If this vertex itself is a road vertex, skip ALL scenery
|
// The road test happens AFTER displacement via the 4-corner
|
||||||
// generation for it. This is retail behavior — the earlier
|
// polygonal OnRoad check (see below). Removing the
|
||||||
// claim that retail doesn't have this check (commit 833d167)
|
// pre-displacement early-exit restores retail behavior.
|
||||||
// was wrong. The post-displacement OnRoad check below is
|
|
||||||
// independent and still applies for non-road vertices whose
|
|
||||||
// displaced position lands on the road ribbon.
|
|
||||||
if ((raw & 0x3) != 0) continue;
|
|
||||||
|
|
||||||
if (terrainType >= region.TerrainInfo.TerrainTypes.Count) continue;
|
if (terrainType >= region.TerrainInfo.TerrainTypes.Count) continue;
|
||||||
var sceneTypeList = region.TerrainInfo.TerrainTypes[(int)terrainType].SceneTypes;
|
var sceneTypeList = region.TerrainInfo.TerrainTypes[(int)terrainType].SceneTypes;
|
||||||
|
|
@ -304,10 +300,6 @@ public static class SceneryGenerator
|
||||||
int i = x * VerticesPerSide + y;
|
int i = x * VerticesPerSide + y;
|
||||||
ushort raw = block.Terrain[i];
|
ushort raw = block.Terrain[i];
|
||||||
|
|
||||||
// ACME-conformant per-vertex road check (GameScene.cs:1074).
|
|
||||||
// Skip the entire vertex if its road bit is set.
|
|
||||||
if ((raw & 0x3) != 0) continue;
|
|
||||||
|
|
||||||
uint terrainType = (uint)((raw >> 2) & 0x1F);
|
uint terrainType = (uint)((raw >> 2) & 0x1F);
|
||||||
uint sceneType = (uint)((raw >> 11) & 0x1F);
|
uint sceneType = (uint)((raw >> 11) & 0x1F);
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue