world: fix worldgen
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		@@ -7,6 +7,7 @@ import (
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	"edgaru089.ml/go/gl01/internal/asset"
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	"edgaru089.ml/go/gl01/internal/io"
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	"edgaru089.ml/go/gl01/internal/util"
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	"edgaru089.ml/go/gl01/internal/util/itype"
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	"github.com/go-gl/gl/all-core/gl"
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)
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@@ -91,9 +92,9 @@ func (c *Chunk) updateRender() {
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	select {
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	case vert := <-c.vertUpdate:
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		gl.BindBuffer(gl.ARRAY_BUFFER, c.vbo)
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		gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(Vertex{}))*len(vert[0]), gl.Ptr(vert[0]), gl.DYNAMIC_DRAW)
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		gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(Vertex{}))*len(vert[0]), util.Ptr(vert[0]), gl.DYNAMIC_DRAW)
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		gl.BindBuffer(gl.ARRAY_BUFFER, c.water.vbo)
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		gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(Vertex{}))*len(vert[1]), gl.Ptr(vert[1]), gl.DYNAMIC_DRAW)
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		gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(Vertex{}))*len(vert[1]), util.Ptr(vert[1]), gl.DYNAMIC_DRAW)
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		c.vbolen = len(vert[0])
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		c.water.vbolen = len(vert[1])
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	default: // do nothing
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@@ -13,11 +13,11 @@ const (
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	Beta  = 2 // harmonic scaling/spacing
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	N     = 3 // iterations
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	AltitudeDensity = 10 // Density of the noise in altitude
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	AltitudeDensity = 20 // Density of the noise in altitude
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	Sealevel = 63 // Space with Y=63 and lower should be the sea
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	Highest  = 84 // Highest part of the terrain
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	Lowest   = 60 // Lowest part of the terrain
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	Highest  = 74 // Highest part of the terrain
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	Lowest   = 54 // Lowest part of the terrain
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)
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var perlins map[int64]*perlin.Perlin
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@@ -50,10 +50,10 @@ func Chunk(chunk *packworld.Chunk, world *packworld.World, seed int64) {
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	for x := 0; x < packworld.ChunkSizeX; x++ {
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		for z := 0; z < packworld.ChunkSizeZ; z++ {
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			height := Lowest + int(float64(Highest-Lowest)*p.Noise2D(
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			height := Lowest + int(float64(Highest-Lowest)*(p.Noise2D(
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				float64(offX+x)/AltitudeDensity,
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				float64(offZ+z)/AltitudeDensity))
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			//log.Printf("height = %d (noise=%.5f)", height, p.Noise2D(float64(offX+x), float64(offZ+z)))
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				float64(offZ+z)/AltitudeDensity)/2+0.5))
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			//log.Printf("height = %d (noise=%.5f)", height, p.Noise2D(float64(offX+x)/AltitudeDensity, float64(offZ+z)/AltitudeDensity)/2+0.5)
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			// water
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			for y := Sealevel; y > height; y-- {
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