float val = solidNoise(gen_pos);
if (val > solid_threshold) {
int type_val = int((typeNoise(gen_pos) + 1.0f) * solids.size()) % solids.size();
- chunk.BlockAt(block_pos) = Block(solids[type_val]);
+ chunk.SetBlock(block_pos, Block(solids[type_val]));
} else {
- chunk.BlockAt(block_pos) = Block(space);
+ chunk.SetBlock(block_pos, Block(space));
}
}
}