Hello,
back to the rand()% 1500 generated heightmap,
using
float gvMap[257][257][4];
Type: Posts; User: wtherapy
Hello,
back to the rand()% 1500 generated heightmap,
using
float gvMap[257][257][4];
Thanks, just did the modification and something changed, but I seem to still get values of 0 in the shader texture ( I don't think they are 0-1, I think they are just 0 ).
My code:
...
Hello,
thanks for the info. I suspect that, when sending integer, the gltext* will just map the highest representable value to 1 and the lowest to 0.
I have tried your suggestion, but the shader...
I am uploading the data to the shader, but I cannot see the actual data that are read from the shader ( as I cannot set a breakpoint in the shader ).
My actual shader just draws the terrain in blue...
Hello,
I am developing a terrain fractal generator based on an original heightmap of 256*256. Each point in the height map contain the height but also gradient on X and gradient on Y. These are...
mhagain,
did you mean GL_TRIANGLE_STRIP or just GL_TRIANGLES?
Hello,
excuse my noob question, I have tried to figure out an indices array to use for drawing a quad mesh to avoid multiple transformations of the indices and multiple calls to glDrawElements (...