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