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Heightmap umm, fixed

Diagmato, Development
Wed Sep 10, 2008 10:50 pm
That iceberg looking heightmap rendering from before was wrong - its not supposed to look nearly like that. Problem was that I was setting each height into a signed variable, so anything above a certain height became a negative height.

Uni draws closer, and my project is procedural terrain generation. I decided to improve on the heightmap rendering:



In a sense, it accidentally resembles mars, with its darker area's believed to have one held water - compared to the next image, where the water level is risen:



It has so many improvements needed - when water rises, all puddles in the area dont miraculously rise at the same time - it flows around, rather than raises from the ground in sync with other puddles (unless its a very wet field, or sand). But working out the physics to get water to flow is well beyond me.


There is one other advance in this 'snapshot' - the GUI. I have been working on a GUI framework in openGL - you instantate buttons, panels, etc, and, say, for buttons, you assign them a function pointer for them to run when onClick, onMouseUp, onMouseDown, etc. Its designed to replicate features from other GUI's, and the actual code to instantiate and set it all up is similar to Java. It was suprisingly easy to setup how a button calls a function - just need to adapt it to be able to work with methods of other classes, which would make the GUI so much more flexible to work with.

An added gem is that, when the button is clicked, it changes its texture id to use a 'select' version of the texture. Just need a good artist to draw up some buttons properly.


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