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N1ghtDr34m3r

Member Since 19 Aug 2012
Offline Last Active Today, 03:25 PM

Posts I've Made

In Topic: Perlin Noise gives too small values?

11 August 2014 - 01:51 PM

Ah, okay, thank you very much! smile.png 
Due to the word "derivative" I now know what you meant.
Just didn't know, that you can name it as C0/C1/... wink.png 
In university, we only use "derivative"... rolleyes.gif


In Topic: Perlin Noise gives too small values?

08 August 2014 - 09:44 AM

Thank you very much for replying. wink.png 

 

This is 3D perlin noise. However heightmaps should use 2D noise. Using 3D noise with heightmaps is useless, at the end you will be discarding one coordinate:  Heights[i, j] += Perlin.Noise(f * i / (float)Size, f * j / (float)Size, 0); Watch that zero, the third coordinate is useless. Using 3D perlin noise can work, but 2D noise is easier and cheaper(in terms of performance).

 

Alright, I think I will implement 2D noise. smile.png

 

The smooth function use the old 3p² - 2p³. However this is not C2 (it is C1), it should be 6p^5-15p^4+10p^3 (http://mrl.nyu.edu/~perlin/paper445.pdf)

 

I don't know, what you mean by "C2 (it is C1)". Would you explain that to me? rolleyes.gif

 

I prefer this Perlin noise reference: http://webstaff.itn.liu.se/~stegu/TNM022-2005/perlinnoiselinks/perlin-noise-math-faq.html I think that this link is very comprehensible.

 

Thank you very much. I'll have a look at it and try it out. biggrin.png


In Topic: glAlphaFunc in gl20 ? or How do I enable alpha in gl20 ?

05 November 2012 - 02:06 PM

Oh... I'm so a badass boy, I don't use gl20 with a shader. xD
Thank you very much. Now I know what I will google later. ;-)

"Thread.join()"
^^

In Topic: a few questions about using libgdx :)

11 September 2012 - 01:54 PM

Hey simondid.

1. The whole library uses OpenGL, but in difference to something else, you don't have to "learn" OpenGL, due to the fact, that you could use SpriteBatch & Textures and so on. So you don't have to explicity code some openGL.
(Maybe a little bit like glClear(GL10.GL_COLOR_BUFFER_BIT), but it's not so much.)

2. Yes and no. You can structure your code like you did in slick. But you have to implement it into the libGdx-Framework (like 'Game' if your main class extends from it).

3. When you use Screens it have a render method (where you can also update), show and hide methods ("what must be done, if the window is not in the foreground?" etc.), resume and stop methods, which you have to overwrite or just implement your own class into it.

4. I don't know any, but maybe some other users do. Posted Image

PS: Excuse me for my bad english. My english teacher can't really teach and I'm too lazy doing it in my free space... ^^

In Topic: Problem with width and height of quads

07 September 2012 - 01:56 PM

D3DXMATRIXA16 projection;
D3DXMatrixPerspectiveFovLH(&projection, D3DX_PI/4, (float)width / (float)height, 0.0f, 100.0f);
d3d9Device->SetTransform(D3DTS_PROJECTION,&projection);
Okay, so I have the same fov like in my Init(). Posted Image

Yeah, thanks for the tipp. Posted Image

EDIT:

I found the problem, namely that for the aspect I don't have to write
(float)(1280/720)
but
(1280.0f/720.0f)
. Posted Image

Now the quad fills the entire screen. Posted Image

Thank you for helping! Posted Image

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