awesome, cheers fabrice, also unfortunately choons i also built it with latest, latest flash player from pre-release program so maybe thats why or maybe i just need to have another look at my code and make sure stuff is being destroyed correctly
On Wed, Jun 15, 2011 at 10:25 AM, Fabrice3D <fabric...@gmail.com> wrote: > Also anyone know if they have planned to have elevation work on custom > meshes or a return to the old heightmap methods as i would like to apply > heightmaps to spheres and models also?? > > yes, the heightmapModifier will be restored. > > Fabrice > > On Jun 15, 2011, at 11:09 AM, rhys thomas wrote: > > ah yeh, well the ram usage seems okay on mine but may be caused by the fact > im computing the perlin noise on the cpu instead of gpu because im not using > pixel blender. any help is appreciated? the discworld roundness is a little > smoke and mirrors trick, the heightmap is generated and then a black bitmap > with a circle removed from the center is placed over the top, this causes > the height of surrounding vertices to be 0. Also anyone know if they have > planned to have elevation work on custom meshes or a return to the old > heightmap methods as i would like to apply heightmaps to spheres and models > also?? > > On Tue, Jun 14, 2011 at 7:25 PM, Choons <chadkim...@gmail.com> wrote: > >> they look good. I'm curious how you get that round shape in the >> discworld example. The flag example appears to have a memory leak- my >> ram usage jumps up every frame >> >> On Jun 14, 7:42 am, rhys thomas <rlthomasga...@gmail.com> wrote: >> > Hi, >> > here are two simple little elevation examples, one is just a mock up of >> a >> > Discworld and another a sort of controllable flag, hope some people >> enjoy. I >> > know there simple as hell and would like to start using pixel blender in >> > order to create the perlin noise that generates the maps any help on >> this >> > would be great? >> > >> > Examples: >> > >> > http://polygonprophecy.com/molehill/discworldV0/ >> > >> > http://polygonprophecy.com/molehill/heightMap/ >> > > >