diff --git a/SQCSim-common/chunk.cpp b/SQCSim-common/chunk.cpp index 63fe17e..7026166 100644 --- a/SQCSim-common/chunk.cpp +++ b/SQCSim-common/chunk.cpp @@ -86,7 +86,7 @@ Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y int lastTreeX = -1; int lastTreeZ = -1; - int minDistanceBetweenTrees = 10; // Définir la distance minimale entre les arbres + int minDistanceBetweenTrees = 10; for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) { for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) { diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp index 76f379b..77bb3e7 100644 --- a/SQCSim2021/engine.cpp +++ b/SQCSim2021/engine.cpp @@ -394,8 +394,8 @@ void Engine::LoadResource() { LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png"); LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png"); LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png"); - TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png"); - TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png"); + TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png"); + TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png"); TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png"); TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");