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Put the origin of the world in the corner of tile 0,0.
Negative x/z will be put into negative tiles, so you can easily determine the tile location by dividing the x or z by 16*tileSize. This means the same area of the world will always end up in the same tile, independent of how much of the world is generated.
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@ -264,6 +264,10 @@ void TileGenerator::generate(const std::string &input, const std::string &output
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if (m_tileW < INT_MAX || m_tileH < INT_MAX)
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if (m_tileW < INT_MAX || m_tileH < INT_MAX)
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{
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{
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m_xMin = round_multiple_nosign(m_xMin, m_tileW);
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m_zMin = round_multiple_nosign(m_zMin, m_tileH);
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int minTileX = m_xMin / m_tileW;
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int minTileY = m_zMin / m_tileH;
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sortPositionsIntoTiles();
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sortPositionsIntoTiles();
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@ -295,7 +299,7 @@ void TileGenerator::generate(const std::string &input, const std::string &output
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renderPlayers(input_path);
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renderPlayers(input_path);
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}
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}
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ostringstream fn;
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ostringstream fn;
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fn << x << '_' << y << '_' << output;
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fn << (x + minTileX) << '_' << (y + minTileY) << '_' << output;
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writeImage(fn.str());
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writeImage(fn.str());
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}
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}
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}
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}
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