Stéphane Magnenat wrote:
Hi,
Why is PerlinNoise.h in libgag/include? I understand it is required for
clouds, but as the clouds drawing is abstracted the PerlinNoise.h could be
only in libgag/src/?
It is in twice. I know. I only don't know how to include it correctly from one
location. If you'd could be so kind and remove one of them that would be great.
I've got a look at drawCloudShadowGL, you are drawing triangles indeed so I do
not understand the squarish effect.
I guess there is some rounding error somewhere. if i set the alpha to 0/1 instead of
[0;1] i see very strange movement. Maybe if i find this "bug" a coarser
granularity would look fine, too.
I was thinking about adding a bit of genericity in rendering maps of single
color with varying alpha. We could have a drawing code that would abstract it
so we could use it both for clouds and colored areas. What do you think?
interested :)
so some kind of drawAlphaLayer(float ** heightMap, Color color,
coordX,coordY,cellsW,cellsH,cellsSize)
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