Additional changes with the heightmap
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Levels/ObjectSetups/BackupLevel1.xcf
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Levels/ObjectSetups/BackupLevel1.xcf
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@ -123,6 +123,19 @@
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</object>
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</composition>
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<!-- Static Block -->
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<composition>
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<typeID>140</typeID>
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<object>
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<modelPath>block.obj</modelPath>
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<xOffset>0.0</xOffset>
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<yOffset>10.0</yOffset>
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<zOffset>2.0</zOffset>
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<scale>1.5</scale>
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<mass>0.0</mass>
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</object>
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</composition>
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@ -136,7 +149,7 @@
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<shininess>3.0</shininess>
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<physicType>Player</physicType>
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<radius>1.5</radius>
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<dampningL>0.1</dampningL>
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<dampningL>0.3</dampningL>
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<dampningA>0.7</dampningA>
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</objectData>
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Levels/ObjectSetups/Level1.xcf
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Levels/ObjectSetups/Level1.xcf
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2
level.cc
2
level.cc
@ -81,7 +81,7 @@ void Level::load() {
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Material terrainMaterial = Material("seamlessTerrain.png", 0.1f, 0.8f, 0.2f, 3.0f);
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//Create object
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Object* terrainObject = new Object(terrainModel, terrainMaterial,
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glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()),
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glm::vec3(-0.5*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()),
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glm::vec3(0.0f, 0.0f, 0.0f));
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objects.push_back(terrainObject);
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@ -22,7 +22,7 @@ void Terrain::load() {
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for(unsigned int rowNum = 0; rowNum < this->heightmapHeight; rowNum++){ //read in the heightmap
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this->heightmap[rowNum] = new float[this->heightmapWidth];
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for(unsigned int columnNum = 0; columnNum < this->heightmapWidth; columnNum++){
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this->heightmap[rowNum][columnNum] = (float)(image[(rowNum*heightmapWidth+columnNum)*4]) / 8; //<--heightmap is scaled here
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this->heightmap[rowNum][columnNum] = (float)(image[(rowNum*heightmapWidth+columnNum)*4]) / 6; //<--heightmap is scaled here
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}
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}
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