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LOL, Rough Terrain!

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prolly not the best.. cause it''s not easy to change the size of the map yet but:

  
int generate_landscape() {
GLfloat x, y;
int i=0;

for (y=-size/2;y<size/2;y+=1.0f)
for (x=-size/2;x<size/2;x+=1.0f) {
p[i].x = x;
p[i].y = y;
i++;
}

for (i=0;i<size*size;i++) {
p[i].z = randFloat(-1.0f, 2.0f);
}


return TRUE;
}

int draw_landscape() {

int i;

glPushMatrix();
for (i=0;i<size*size;i++) {
if (i != 5 && i != 11 && i != 17 && i != 23 && i != 29 && i != 35) {
if (i != 30 && i != 31 && i != 32 && i != 33 && i != 34 && i != 35) {
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(p[i].x, p[i].y, p[i].z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(p[i+1].x, p[i+1].y, p[i+1].z);
glTexCoord2f(1.0f, 0.0f); glVertex3f(p[i+size+1].x, p[i+size+1].y, p[i+size+1].z);
glTexCoord2f(0.0f, 0.0f); glVertex3f(p[i+size].x, p[i+size].y, p[i+size].z);
glEnd();
}
}
}
glPopMatrix();

// water

glPushMatrix();
//glColor3f(0.0f, 0.0f, 1.0f);

glDisable(GL_TEXTURE_2D);

glBegin(GL_QUADS);
glVertex3f(p[0].x, p[0].y, waterheight);
glVertex3f(p[5].x, p[5].y, waterheight);
glVertex3f(p[35].x, p[35].y, waterheight);
glVertex3f(p[30].x, p[30].y, waterheight);
glEnd();
glEnable(GL_TEXTURE_2D);
glPopMatrix();

return TRUE;
}


this code will prolly get garbled, but what can ya do

Scott

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