cast ints to floats in terrain gen
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e21ce4113b
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@ -96,17 +96,17 @@ static void ingame_tick(struct state *state) {
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float d3 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 10 - 6;
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float d3 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 10 - 6;
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unfurl_triangle("/assets/grass.gif",
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unfurl_triangle("/assets/grass.gif",
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(t_fvec3){ x, d0, y },
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(t_fvec3){ (float)x, d0, (float)y },
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(t_fvec3){ x + 1, d1, y },
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(t_fvec3){ (float)x + 1, d1, (float)y },
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(t_fvec3){ x, d3, y - 1 },
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(t_fvec3){ (float)x, d3, (float)y - 1 },
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(t_shvec2){ 0, 768 },
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(t_shvec2){ 0, 768 },
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(t_shvec2){ 1024, 768 },
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(t_shvec2){ 1024, 768 },
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(t_shvec2){ 1024, 0 });
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(t_shvec2){ 1024, 0 });
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unfurl_triangle("/assets/grass.gif",
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unfurl_triangle("/assets/grass.gif",
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(t_fvec3){ x + 1, d1, y },
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(t_fvec3){ (float)x + 1, d1, (float)y },
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(t_fvec3){ x + 1, d2, y - 1 },
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(t_fvec3){ (float)x + 1, d2, (float)y - 1 },
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(t_fvec3){ x, d3, y - 1 },
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(t_fvec3){ (float)x, d3, (float)y - 1 },
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(t_shvec2){ 1024, 0 },
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(t_shvec2){ 1024, 0 },
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(t_shvec2){ 0, 0 },
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(t_shvec2){ 0, 0 },
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(t_shvec2){ 0, 768 });
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(t_shvec2){ 0, 768 });
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