Fix surface voxel detection logic

This commit is contained in:
Jarrod Doyle 2023-07-27 22:09:26 +01:00
parent 34bcae4693
commit ea84b43158
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
1 changed files with 6 additions and 6 deletions

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@ -422,12 +422,12 @@ impl BrickmapManager {
if x == 0 || x == 7 || y == 0 || y == 7 || z == 0 || z == 7 { if x == 0 || x == 7 || y == 0 || y == 7 || z == 0 || z == 7 {
true true
} else { } else {
!(block[idx + 1] == empty_voxel center_block[idx + 1] == empty_voxel
&& block[idx - 1] == empty_voxel || center_block[idx - 1] == empty_voxel
&& block[idx + 8] == empty_voxel || center_block[idx + 8] == empty_voxel
&& block[idx - 8] == empty_voxel || center_block[idx - 8] == empty_voxel
&& block[idx + 64] == empty_voxel || center_block[idx + 64] == empty_voxel
&& block[idx - 64] == empty_voxel) || center_block[idx - 64] == empty_voxel
}; };
// Set the appropriate bit in the z entry and add the // Set the appropriate bit in the z entry and add the