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 Post subject: Landscape v3- variant with 2 UV layers
PostPosted: Sat Feb 16, 2019 10:36 am 
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Joined: Thu Jul 09, 2015 9:07 am
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Hello, team,

A variant of v3 with 2 UV layers, to make the layers rocky
I don't think I'm going to continue in this way, but as the rendering is quite realistic, I'll show you it.

for v4, I add vegetation: just grass for now, but you'll see we can put a lot of it
it's still nicer to walk through flowery meadows....

Code:
; ----------------------------------------------------------------------------------------------------------
;   Paysage V3-variante 2 couches UV - pf Shadoko - 2018
; ----------------------------------------------------------------------------------------------------------

;{ ============================= biblio
Structure Vector2
  x.f
  y.f
EndStructure

Structure Vector3
  x.f
  y.f
  z.f
EndStructure

Macro vec3d(v,vx,vy,vz)
  v\x=vx
  v\y=vy
  v\z=vz
EndMacro

Procedure.f lng3D(*v.Vector3)
  ProcedureReturn Sqr(*V\x * *V\x + *V\y * *V\y + *V\z * *V\z)
EndProcedure

Procedure Norme3D(*V.Vector3,l.f=1)
  Protected.f lm
  lm = l / lng3d(*v)
  *V\x * lm
  *V\y * lm
  *V\z * lm 
EndProcedure

Macro sub3D(p,p1,p2)
  p\x=p1\x-p2\x
  p\y=p1\y-p2\y
  p\z=p1\z-p2\z
EndMacro

Procedure.f Max(v1.f,v2.f)
  If v1>v2:ProcedureReturn v1:Else:ProcedureReturn v2:EndIf
EndProcedure

Procedure.f Min(v1.f,v2.f)
  If v1<v2:ProcedureReturn v1:Else:ProcedureReturn v2:EndIf
EndProcedure

Procedure.f limite(V.f, i.f, s.f)
  If V < i :v=i:EndIf
  If V > s :v=s:EndIf
  ProcedureReturn V
EndProcedure

Procedure.f iif(cond.b,voui.f,vnon.f)
  If cond:ProcedureReturn voui:Else:ProcedureReturn vnon:EndIf
EndProcedure

Macro vec2d(v,vx,vy)
  v\x=vx
  v\y=vy
EndMacro

Procedure.f interpolarray2d(Array tt.w(2),x.f,y.f)
  Protected.l i0, j0,i1,j1,dx1,dy1
  Protected.f dx, dy
  dx1=ArraySize(tt(),1)
  dy1=ArraySize(tt(),2)
  i0 = Int(X) & dx1:i1=(i0+1) & dx1: dx = X - Int(x)
  j0 = Int(Y) & dy1:j1=(j0+1) & dy1: dy = Y - Int(y)
  ProcedureReturn (((1 - dx) * tt(j0,i0) + dx * tt(j0,i1)) * (1 - dy) + ((1 - dx) * tt(j1,i0) + dx * tt(j1,i1)) * dy)
EndProcedure

Procedure.f POM(v.f)
  ProcedureReturn (Random(v*1000)-v*500)/500
EndProcedure

Procedure Split(Array t.s(1),l.s,sep.s=",",nmax=100)
  Protected ap.l,p.l,n,ls
  Dim t(nmax)
  ls=Len(sep)
  l+sep
  p=1-ls
  Repeat
    ap=p+ls:p=FindString(l,sep,ap)
    If p=0:Break:EndIf
    n+1
    t(n)= Mid(l,ap,p-ap)
  ForEver
  ReDim t(n)
EndProcedure

Procedure string2vector2(Array s.vector2(1),txt.s)
  Dim tt.s(0)
  Dim t.s(0)
  Protected i,n
 
  split(tt(),txt,"/",100)
  n=ArraySize(tt())
  Dim s(n-1)
  For i=1 To n
    split(t(),tt(i)+",0",",")
    With s(i-1)
      \x=ValF(t(1))
      \y=ValF(t(2))
    EndWith
  Next
EndProcedure

Procedure CoRBinv(c.l)
  ProcedureReturn  RGBA(Blue(c),Green(c),Red(c),Alpha(c))
EndProcedure

Procedure ColorBlend(color1.l, color2.l, blend.f)
  Protected r.w,g.w,b.w,a.w
  r=  Red(color1) + (Red(color2)     - Red(color1)) * blend
  g=Green(color1) + (Green(color2) - Green(color1)) * blend
  b= Blue(color1) + (Blue(color2) -   Blue(color1)) * blend
  a=Alpha(color1) + (Alpha(color2) - Alpha(color1)) * blend
  ProcedureReturn  RGBA(r,g,b,a)
EndProcedure

Procedure Finterpol(Array F.f(1),t.s,rx.f=1,ry.f=1,oy.f=0)
  Protected.l i,j,n,c,ac
  Protected.f y,dx,dy,p
  Protected Dim s.vector2(0)
  string2vector2(s(),t)
  n=ArraySize(s())
  For i=0 To n
    s(i)\x*rx
    s(i)\y*ry+oy
  Next 
  Dim f(Int(s(n)\x))
  For j=0 To n-1
    y=s(j)\y
    dx=s(j+1)\x-s(j)\x
    dy=s(j+1)\y-s(j)\y
    p=dy/dx
    ac=c
    While c<=s(j+1)\x
      f(c)=y+p*(c-ac):c+1
    Wend
  Next
EndProcedure

Procedure t2norme(Array t.w(2),dmin.w,dmax.w,profil.s="")
  Protected smin.w,smax.w,dx1,dy1,i,j,sr,dr
  If profil="":profil="0,0/1,1":EndIf
  dy1 = ArraySize(t(), 1)
  dx1 = ArraySize(t(), 2)
  smax = -32768
  smin =  32767
  For j=0 To dy1
    For i=0 To dx1
      If t(j,i)>smax : smax=t(j,i): EndIf
      If t(j,i)<smin : smin=t(j,i): EndIf
    Next
  Next
  sr=smax-smin
  dr=dmax-dmin
 
  Protected Dim conv.f(sr)
  Finterpol(conv(),profil,sr,dr,dmin)
 
  For j=0 To dy1
    For i=0 To dx1
      t(j,i)=conv(t(j,i)-smin)
    Next
  Next
EndProcedure

Procedure Tmodulo(Array T(1), max, marge)
  Protected i,d=max-marge/2
  Dim T(max + 2*marge): For i = 0 To max + 2*marge: T(i) = (i+d) % (max+1): Next
EndProcedure

Procedure Tlimite(Array T(1), max, marge)
  Protected i
  Dim T(max + 2*marge): For i = 0 To max + 2*marge: T(i) = limite(i-1-marge/2, 0, max): Next
EndProcedure

Procedure lisser2D(Array s.w(2),di.w, dj.w,pass=1,loop=1)
  If di=0 And dj=0:ProcedureReturn:EndIf
  Protected i,j,k,dii,djj,dx,dy,dij,tx
  dx = ArraySize(s(), 2):di=min(di,dx)
  dy = ArraySize(s(), 1):dj=min(dj,dy)
  Dim d.w(dy,dx)
  dii=di+1
  djj=dj+1
  dij = dii * djj
  Dim lx(0)
  Dim ly(0)
  If loop
    Tmodulo (lx(), dx, di+1)
    Tmodulo (ly(), dy, dj+1)
  Else
    Tlimite(lx(), dx, di+1)
    Tlimite(ly(), dy, dj+1)
  EndIf 
  For k=1 To pass
    Dim ty.l(dx)
    For j = 0 To djj - 1: For i = 0 To dx: ty(i) + s(ly(j),i): Next: Next   
    For j = 0 To dy
      For i = 0 To dx: ty(i) + s(ly(djj+j),i) - s(ly(j),i): Next
      tx=0:For i = 0 To dii-1: tx+ty(lx(i)): Next
      For i = 0 To dx: tx + ty(lx(dii+i)) - ty(lx(i) ): d(j,i) = tx / dij: Next
    Next
    CopyArray(d(),s())
  Next
EndProcedure

Procedure Embos(Array s.w(2), px.w=0, py.w=0)
  Protected i,j,dx,dy
  px=1<<Int(Abs(px))*Sign(px)
  py=1<<Int(Abs(py))*Sign(py)
 
  Macro gra(j0,i0,j1,i1)
    t(j0,i0)=Abs(s(j0,i0)-s(j0,i1)+px)+Abs(s(j0,i0)-s(j1,i0)+py)
  EndMacro
  dy = ArraySize(s(), 1)
  dx = ArraySize(s(), 2)
  Dim T.w(dy,dx)
  For j=0 To dy-1
    For i=0 To dx-1
      gra(j,i,j+1,i+1)
    Next
    gra(j,dx,j+1,0)
  Next
  For i = 0 To dx-1
    gra(dy,i,0,i+1)
  Next
  gra(dy,dx,0,0)
  CopyArray(t(),s())
EndProcedure

Procedure heightmap(Array t.w(2),rnd, dy.w, dx.w, Re.w)
  Protected i,j,ii,jj,n,d,dd,dx1=dx-1,dy1=dy-1,l,R, rr,dec
 
  RandomSeed(rnd)
  n = 1<<re
  dd=min(dx,dy) / n: If dd<1:dd=1:EndIf
  Dim t.w(dy-1, dx-1)
  rr = $1fff:r=rr>>1
  For jj = 0 To dy/dd - 1:j=jj*dd: For ii = 0 To dx/dd - 1:i=ii*dd: t(j,i) = Random(rr) - R: Next: Next
  l = dd
  While dd > 1
    d = dd / 2
    For jj = 0 To dy/dd - 1  :j=jj*dd+d
      For ii = 0 To dx/dd - 1:i=ii*dd+d
        t(j,i) = (t((j - d) & dy1,(i - d) & dx1) + t((j - d) & dy1,(i + d) & dx1) + t((j + d) & dy1,(i + d) & dx1) + t((j + d) & dy1,(i - d) & dx1)) / 4 + Random(rr) - R
      Next
    Next
    For jj = 0 To dy/d - 1  :j=jj*d:dec=1- jj & 1
      For ii = 0 To dx/dd - 1:i=ii*dd+dec*d
        t(j,i) = (t(j,(i - d) & dx1) + t(j,(i + d) & dx1) + t((j - d) & dy1,i) + t((j + d) & dy1,i)) / 4 + Random(rr) - R
      Next
    Next
    l/2
    dd/2
    r/2:rr/2
  Wend
EndProcedure
;}

;######################################################################################################

Structure PB_MeshVertexV2
  p.vector3
  n.vector3
  t.vector3
  u.f
  v.f
  u2.f
  v2.f
  color.l
EndStructure

Procedure CreateDataMesh2(mesh,Array t.PB_MeshVertexV2(2))
  Protected p,i,j,m,diag,nx=ArraySize(t(),2),nz=ArraySize(t(),1)
  Protected.vector3 d1,d2,n
  If mesh>-2:m=CreateMesh(mesh):If mesh=-1:mesh=m:EndIf:EndIf
  For j=0 To nz
    For i=0 To nx
      With t(j,i)
        MeshVertex(\P\x,\p\y,\p\z,\u,\v,\color,\n\x,\n\y,\n\z):MeshVertexTextureCoordinate(\u2,\v2)
      EndWith
    Next
  Next 
  For j=0 To nz-1
    For i=0 To nx-1
      p=j*(nx+1)+i
        sub3d(d1,t(j,i)\p,t(j+1,i+1)\p)
        sub3d(d2,t(j+1,i)\p,t(j,i+1)\p)
        If lng3d(d1)>lng3d(d2):diag=1:Else:diag=-1:EndIf
      If diag=1
        MeshFace(p,p+1,p+nx+1): MeshFace(p+nx+2,p+nx+1,p+1)
      Else
        MeshFace(p+nx+1,p,p+nx+2): MeshFace(p+1,p+nx+2,p)
      EndIf
    Next
  Next
  If mesh>-2:FinishMesh(1):UpdateMeshBoundingBox(mesh):EndIf
  ProcedureReturn mesh
EndProcedure

;######################################################################################################

#tt=64:#tt1=#tt-1:#tt2=#tt/2
#di=512*2:#di1=#di-1:#dit=#di/#tt:#dit1=#dit-1
#dj=512*2:#dj1=#dj-1:#djt=#dj/#tt:#djt1=#djt-1
#nblod=2

Global lumnb,lum,ex,ey
Global Dim h.w(0,0)
Global Dim h2.w(#di,#dj)
Global Dim g.w(0,0)
Global Dim v.PB_MeshVertexV2(#di,#dj)

Enumeration objet:#ciel=10:#eau:#terrain=100:EndEnumeration


Procedure terrain_tile(pi,pj,n, r=1)
  Protected i,j,k,o,im,  tt=#tt/r, tt1=tt+1,         nv,  decx=pi+#tt2,decz=pj+#tt2
  Protected.f x,y,z,a,ca,sa,  x1,y1,z1, x2,y2,z2, h,l,nb,nsm
  Protected.PB_MeshVertexV2 vv
  Dim t.PB_MeshVertexV2(tt,tt)
 
  For j=0 To tt
    For i=0 To tt
      t(i,j)=v(pi+i* r,pj+j* r)
      t(i,j)\p\x-decx
      t(i,j)\p\z-decz
    Next
  Next   
 
  CreateMesh(n):CreateDataMesh2(-2,t())
  ; ------------- jointure des tuiles de LOD differents
  Macro addv:MeshVertex(vv\p\x-decx,vv\p\y,vv\p\z-decz,   vv\u,vv\v,  vv\color, vv\n\x,vv\n\y,vv\n\z):MeshVertexTextureCoordinate(vv\u2,vv\v2):nv+1:EndMacro
  nv=MeshVertexCount(n)
  If r>1
    For i=0 To tt-1
      im=i*r+r/2
      vv=v(pi,pj+im)    :addV:MeshFace(nv,i+1,i)
      vv=v(pi+#tt,pj+im):addV:MeshFace(nv,i+tt1*tt,i+1+tt1*tt)
      vv=v(pi+im,pj)    :addV:MeshFace(nv,i*tt1,(i+1)*tt1)
      vv=v(pi+im,pj+#tt):addV:MeshFace(nv,(i+1)*tt1+tt,i*tt1+tt)
    Next
  EndIf
  SetMeshMaterial(n,MaterialID(1)) 
  FinishMesh(1)
EndProcedure
 
Procedure terrain(rep,liss,hmin,hmax,profil.s,c1,c2,cp,cb)
  Protected i,j,k,n,r ,h,h2,g, c
 
  heightmap(h(),5,#di,#dj,rep)
  lisser2d(h(),liss,liss)
  t2norme(h(),hmin,hmax,profil)
  For j=0 To #dj1:For i=0 To #dj1:h2(i,j)=Sin(i*#PI/256)*Sin(j*#PI/128)*200:h(i,j)+h2(i,j):Next:Next
  CopyArray(h(),g())
  embos(g(),0,0)
 
  For j=0 To #dj1
    For i=0 To #dj1
      h=h(i,j)
      h2=h2(i,j)
      g=g(i,j)
      c=$ffffff
      If h<800+pom(100):If Random(1):c=c1:Else:c=c2:EndIf:EndIf
      If h<20:c=cb:EndIf
      If h<-20:c=$000000:EndIf
      If g>30:c=cp:EndIf
     With v(i,j)
        vec3d(\p,i,h/16,j)
        vec3d(\n,h-h((i+1) & #di1,j),16,h-h(i,(j+1) & #dj1)):norme3d(\n)
        \u=i/8
        \v=j/8
        \u2=0
        \v2=(h-h2)/16+pom(0.2)
        \color=c
      EndWith     
    Next
  Next
  For i=0 To #di:v(i,#dj)=v(i,0):v(i,#dj)\p\z=#dj:v(i,#dj)\v=#dj/8:Next
  For j=0 To #dj:v(#di,j)=v(0,j):v(#di,j)\p\x=#di:v(#di,j)\u=#di/8:Next
 
  For j=0 To #djt1
    For i=0 To #dit1
      For k=0 To #nblod:r=1<<k
        n=#terrain+j*#dit+i
        terrain_tile(i*#tt,j*#tt,n+256*k,r)
        If k:AddMeshManualLOD(n,n+256*k,64*r):EndIf
      Next
    Next
  Next
EndProcedure

Procedure rendertile(init=0)
  Static api,pi=1000,  apj,pj=1000,  i0,i1,  j0,j1,  e,m,cpt
  If init:api=0:pi=1000:apj=0:pj=1000:EndIf
  Protected i,j
  api=pi:pi=(CameraX(0)-#di/2)/#tt:If pi<api:i0=pi:i1=api-1:Else:i0=api+1+#dit1:i1=pi+#dit1:EndIf
  apj=pj:pj=(CameraZ(0)-#dj/2)/#tt:If pj<apj:j0=pj:j1=apj-1:Else:j0=apj+1+#djt1:j1=pj+#djt1:EndIf
  cpt=0
  For j=pj To pj+#djt1
    For i=pi To pi+#dit1
      If (i>=i0 And i<=i1) Or (j>=j0 And j<=j1)
        e=#terrain+(j & #djt1)*#dit+(i & #dit1)
        m=#terrain+(j & #djt1)*#dit+(i & #dit1)
        CreateEntity(e,MeshID(m),#PB_Material_None,i*#tt+#tt2,0,j*#tt+#tt2)
        cpt+1
      EndIf
    Next
  Next
  MoveEntity(#eau,pi*#tt+#di/2,0.1,(pj+#djt/2)*#tt,#PB_Absolute)
EndProcedure

Procedure selectterrain(n)
  Select n
    Case 1:terrain(4,2,-200,800,"0,0/0.4,0.2/0.7,0.4/1,1",$00aa22,$008844,$88aaaa,$00ccff)
    Case 2:terrain(4,2,-100,500,"0,0.5/0.3,0.3/0.6,0.0/0.7,0.5/1,1",$00bbbb,$0088ff,$ffffff,$006666)
    Case 3:terrain(3,1,-100,1000,"0,1/0.3,0.6/0.5,0.0/0.7,0.4/1,1",$aaaa88,$cc8888,$666666,$88ffff)
    Case 4:terrain(4,1,-120,500,"0,0/0.4,0.2/0.45,0.4/0.7,0.6/0.8,1/1,0.9",$004422,$008844,$88ccff,$ffffff)
    Case 5:terrain(5,1,-100,600,"0,0/0.5,0.2/0.51,0.3/0.6,0.35/0.61,0.6/0.7,0.65/0.71,0.85/1,1",$004488,$0066aa,$0066ff,$006644)
  EndSelect
  rendertile(1)
EndProcedure

Procedure affiche3d()
  Static.f MouseX,Mousey, mdx,mdy,amo=0.05,keyx,keyy,keyz,y, ysol
  Protected i,  fly=1, fdf,   ac
 
  CameraReflection(1,0,EntityID(#eau))   
  Repeat
    ExamineMouse()
    mdx+(MouseDeltaX()-mdx)*amo:MouseX-mdx *  0.1
    mdy+(MouseDeltaY()-mdy)*amo:MouseY-mdy *  0.1
    ExamineKeyboard()
    If KeyboardReleased(#PB_Key_F1):selectterrain(1):EndIf
    If KeyboardReleased(#PB_Key_F2):selectterrain(2):EndIf
    If KeyboardReleased(#PB_Key_F3):selectterrain(3):EndIf
    If KeyboardReleased(#PB_Key_F4):selectterrain(4):EndIf
    If KeyboardReleased(#PB_Key_F5):selectterrain(5):EndIf
    If KeyboardReleased(#PB_Key_F10):ac=1-ac:For i=20 To 26:If IsMaterial(i):If ac:SetMaterialColor(i, #PB_Material_AmbientColor,-1):Debug i
            Else:SetMaterialColor(i, #PB_Material_AmbientColor,$ff):EndIf:EndIf:Next:EndIf
    If KeyboardReleased(#PB_Key_F11):fly=1-fly:amo=1-fly*0.95:EndIf
    If KeyboardReleased(#PB_Key_F12):fdf=1-fdf:If fdf:CameraRenderMode(0,#PB_Camera_Wireframe):Else:CameraRenderMode(0,#PB_Camera_Textured):EndIf:EndIf
    keyx=(-Bool(KeyboardPushed(#PB_Key_Left))+Bool(KeyboardPushed(#PB_Key_Right)))*0.1
    keyz=(-Bool(KeyboardPushed(#PB_Key_Down))+Bool(KeyboardPushed(#PB_Key_Up   )))*0.1+MouseWheel()*10
    RotateCamera(0, MouseY, MouseX,  -mdx *fly, #PB_Absolute)
    MoveCamera  (0, KeyX, 0, -keyz-fly*0.1)
    ysol=max(0.2,interpolarray2d(h(), CameraZ(0)+#dj*100, CameraX(0)+#di*100)/16+1.6):If fly:y=max(ysol,CameraY(0)):Else:y=ysol:EndIf
    MoveCamera(0,CameraX(0),y,CameraZ(0),#PB_Absolute)
    rendertile()
    CameraReflection(1,0,EntityID(#eau))   
    RenderWorld()
    DisplayTransparentSprite(0,8,8)
    FlipBuffers()
  Until KeyboardPushed(#PB_Key_Escape)
EndProcedure

Procedure menu()
  Protected p=4
  Macro DT(t1,t2)
    DrawText(8,p,t1)
    DrawText(100,p,t2)
    p+22
  EndMacro
  CreateSprite(0,220,182,#PB_Sprite_AlphaBlending)
  StartDrawing(SpriteOutput(0))
  DrawingMode(#PB_2DDrawing_AllChannels)
  DrawingFont(FontID(0))
  Box(0,0,220,182,$44000000)
  DrawingMode(#PB_2DDrawing_AllChannels|#PB_2DDrawing_Outlined)
  Box(0,0,220,182,$44ffffff)
  BackColor($44000000)
  FrontColor($ffffffff)
  dt("Moving :","")
  dt("Arrow keys + Mouse","")
  dt("","")
  dt("Controls :","")
  dt("[F1]->[F5]","Select terrain")
  dt("[F11]","Fly / Walk")
  dt("[F12]","Wireframe")
  dt("[Esc]","Quit")
  StopDrawing()
EndProcedure

Procedure main()
  Protected i,r.f=1
  ExamineDesktops()
  ex=DesktopWidth(0)*r
  ey=DesktopHeight(0)*r
 
  InitKeyboard():InitMouse():InitEngine3D():InitSprite()
  ;OpenWindow(0,0,0,ex,ey,"",#PB_Window_BorderLess|#PB_Window_ScreenCentered):OpenWindowedScreen(WindowID(0), 0, 0, WindowWidth(0),WindowHeight(0))
  OpenScreen(ex,ey,32,"")
  LoadFont(0,"arial",12)
  menu()
  ;-------------------- scene
  CreateLight(0, $777777, 10000, 10000, 10000)
  AmbientColor($777777)
  CreateCamera(0, 0, 0, 100, 100)
  CameraLookAt(0, 0, 0, 1)
  Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Textures", #PB_3DArchive_FileSystem)
  Parse3DScripts()
  Fog($ff8888,200,0,700)
 
  ;terrain
  LoadTexture(1,"soil_wall.jpg") 
  CreateMaterial(1,TextureID(1));:MaterialCullingMode(1,#PB_Material_NoCulling)
  MaterialFilteringMode(1,#PB_Material_Anisotropic,4)
  ;SetLightColor(0,#PB_Light_SpecularColor,$777777):MaterialShininess(1,10):SetMaterialColor(1,#PB_Material_SpecularColor,$00444444)
  SetMaterialColor(1, #PB_Material_AmbientColor,-1)
  AddMaterialLayer(1,TextureID(1),#PB_Material_Modulate,1):ScaleMaterial(1,1,32,1)
 
  ;eau
  CreateCamera(1,0,0,100,100) 
  CreateRenderTexture(#eau,CameraID(1),ex/1,ey/1)
  CreateMaterial(#eau,TextureID(#eau))
  SetMaterialAttribute(#eau,#PB_Material_ProjectiveTexturing,1)
  CreateTexture(#eau+1,4,4):StartDrawing(TextureOutput(#eau+1)):DrawingMode(#PB_2DDrawing_AllChannels):Box(0,0,4,4,$bbffccaa):StopDrawing()
  AddMaterialLayer(#eau,TextureID(#eau+1),#PB_Material_Modulate)
  MaterialBlendingMode(#eau,#PB_Material_AlphaBlend)
   CreatePlane(#eau,#di*1.4,#dj*1.4,1,1,1,1)
   CreateEntity(#eau,MeshID(#eau),MaterialID(#eau))
   
   ;ciel
  CameraBackColor(0,$ff8888):CameraRange(0,0.1,10000)
  LoadTexture(#ciel,"clouds.jpg")
  CreateMaterial(#ciel,TextureID(#ciel))
  SetMaterialColor(#ciel,#PB_Material_SelfIlluminationColor,$ffffff):MaterialCullingMode(#ciel, #PB_Material_AntiClockWiseCull)
  CreatePlane(#ciel,100000,100000,1,1,640,640):  CreateEntity(#ciel,MeshID(#ciel),MaterialID(#ciel),0,200,0)
 
  selectterrain(4)
  affiche3d()
EndProcedure
 
main()


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 Post subject: Re: Landscape v3- variant with 2 UV layers
PostPosted: Sat Feb 16, 2019 10:43 am 
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You've been busy. :wink:
Thank you for sharing your nice work.

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 Post subject: Re: Landscape v3- variant with 2 UV layers
PostPosted: Mon Feb 18, 2019 8:19 pm 
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This is pure magic


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 Post subject: Re: Landscape v3- variant with 2 UV layers
PostPosted: Tue Feb 19, 2019 8:34 am 
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:shock: cool


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 Post subject: Re: Landscape v3- variant with 2 UV layers
PostPosted: Tue Feb 19, 2019 10:33 am 
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Runs smooth on Windows but on Linux the mouse is too damn fast. I am always rotating and flying at light speed. :lol:

Edit: Okay, without Synergy controlling it as smooth as on Windows. But the Minimap does not work as expected. It only shows weird lines all over the place.

Do you create the textures on the fly?

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 Post subject: Re: Landscape v3- variant with 2 UV layers
PostPosted: Tue Feb 19, 2019 12:57 pm 
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Terrain #5 (by pressing F5) is my favorite. Awesome work! :shock: 8)


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 Post subject: Re: Landscape v3- variant with 2 UV layers
PostPosted: Thu Apr 18, 2019 2:30 pm 
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If I replace the code:
Code:
MoveCamera  (0, KeyX, 0, -keyz-fly*0.1)

in:
Code:
MoveCamera  (0, KeyX, 0, -keyz-fly*5.0)


Then I'm flying in a fighter jet. It's a lot of fun. :lol: :lol: :lol:

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 Post subject: Re: Landscape v3- variant with 2 UV layers
PostPosted: Fri Apr 19, 2019 3:03 pm 
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RSBasic wrote:
Code:
MoveCamera  (0, KeyX, 0, -keyz-fly*5.0)

Then I'm flying in a fighter jet. It's a lot of fun. :lol: :lol: :lol:


Yeah, this is fun!! :D

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 Post subject: Re: Landscape v3- variant with 2 UV layers
PostPosted: Sat Apr 20, 2019 12:30 pm 
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With macOS the menu sprite is displayed rotated. :(

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