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-rw-r--r--src/Generating/Noise3DGenerator.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/Generating/Noise3DGenerator.cpp b/src/Generating/Noise3DGenerator.cpp
index 0c68957c0..2511bb656 100644
--- a/src/Generating/Noise3DGenerator.cpp
+++ b/src/Generating/Noise3DGenerator.cpp
@@ -30,7 +30,7 @@ public:
void DoTest1(void)
{
float In[3 * 3 * 3];
- for (int i = 0; i < ARRAYCOUNT(In); i++)
+ for (size_t i = 0; i < ARRAYCOUNT(In); i++)
{
In[i] = (float)(i % 5);
}
@@ -44,7 +44,7 @@ public:
void DoTest2(void)
{
float In[3 * 3];
- for (int i = 0; i < ARRAYCOUNT(In); i++)
+ for (size_t i = 0; i < ARRAYCOUNT(In); i++)
{
In[i] = (float)(i % 5);
}
@@ -170,7 +170,7 @@ void cNoise3DGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile)
void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
- for (unsigned int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
+ for (size_t i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
{
a_BiomeMap[i] = biExtremeHills;
}
@@ -236,7 +236,7 @@ void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DAT
// Precalculate a "height" array:
NOISE_DATATYPE Height[DIM_X * DIM_Z]; // Output for the cubic noise heightmap ("source")
m_Cubic.Generate2D(Height, DIM_X, DIM_Z, StartX / 25, EndX / 25, StartZ / 25, EndZ / 25);
- for (unsigned int i = 0; i < ARRAYCOUNT(Height); i++)
+ for (size_t i = 0; i < ARRAYCOUNT(Height); i++)
{
Height[i] = abs(Height[i]) * m_HeightAmplification + 1;
}