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Showing results for tags 'procedrual normals'.
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So I am generating a Terrain Heightmap with a rtt. The idea is besides the zones texture size of 1024x1024, I am trying to have it generate a gutter around the applicable area so when I go to calculate normals I can sample a point that is off the zone. Now I am kinda lost on where to go from here, When sampling the texture I am doing it be detail units so pseudo code: var overflowUnit = textureSize/meshSubDivs; textureSize.xy += overflowUnit*2; then when I iterate over it: var pID=0; for(var y=1; y<detail.y+2; y++){ for(var x=1; x<detail.x+2; x++, pID+=3){ xUV = x/(detail.x+2); yUV = y/(detail.y+2); xp = (Math.floor(size.x*xUV)-this.args.overflow.x)+1; yp = (Math.floor(size.y*yUV)-this.args.overflow.y)+1; id = (xp*4)+(yp*size.x*4); var v = (this.getMapDataAtID(map, id)).r; v = this.transposeRange(v/255, this.args.heights.x, this.args.heights.y); vDat.positions[pID+1] = v; } } Now, how would I use this loop to manually define the normals? Pretty sure all the data is there. http://www.babylonjs-playground.com/#N123V9#23 *edit* http://www.babylonjs-playground.com/#N123V9#25 seems my numbers are off by a bit.