paysages : Small fixes.

git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@328 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
Michaël Lemaire 2012-05-13 19:16:00 +00:00 committed by ThunderK
parent c46f52a97e
commit d00557ac87
2 changed files with 7 additions and 1 deletions

1
TODO
View file

@ -1,4 +1,5 @@
Technology Preview 2 : Technology Preview 2 :
- Fix the fog impression when cloud layer overlaps with ground range.
- Replace zone ranges with curves (with curve input and curve dialog). - Replace zone ranges with curves (with curve input and curve dialog).
- Interface for textures thickness, slope_range and thickness_transparency (and correct slider ranges). - Interface for textures thickness, slope_range and thickness_transparency (and correct slider ranges).
- Render tab previews should not rerender when changing render options. - Render tab previews should not rerender when changing render options.

View file

@ -99,6 +99,7 @@ void autoGenRealisticLandscape(int seed)
water.waves_noise_height = 0.005; water.waves_noise_height = 0.005;
water.waves_noise_scale = 0.07; water.waves_noise_scale = 0.07;
noiseGenerateBaseNoise(water.waves_noise, 262144); noiseGenerateBaseNoise(water.waves_noise, 262144);
noiseClearLevels(water.waves_noise);
noiseAddLevelsSimple(water.waves_noise, 2, 1.0, 1.0); noiseAddLevelsSimple(water.waves_noise, 2, 1.0, 1.0);
noiseAddLevelsSimple(water.waves_noise, 3, 0.15, 0.1); noiseAddLevelsSimple(water.waves_noise, 3, 0.15, 0.1);
scenerySetWater(&water); scenerySetWater(&water);
@ -139,7 +140,8 @@ void autoGenRealisticLandscape(int seed)
/* Terrain */ /* Terrain */
terrain = terrainCreateDefinition(); terrain = terrainCreateDefinition();
noiseGenerateBaseNoise(terrain.height_noise, 1048576); noiseGenerateBaseNoise(terrain.height_noise, 1048576);
noiseAddLevelsSimple(terrain.height_noise, 12, 1.0, 1.0); noiseClearLevels(terrain.height_noise);
noiseAddLevelsSimple(terrain.height_noise, 10, 1.0, 1.0);
terrain.height_factor = 12.0 / noiseGetMaxValue(terrain.height_noise); terrain.height_factor = 12.0 / noiseGetMaxValue(terrain.height_noise);
terrain.scaling = 20.0; terrain.scaling = 20.0;
scenerySetTerrain(&terrain); scenerySetTerrain(&terrain);
@ -151,6 +153,7 @@ void autoGenRealisticLandscape(int seed)
zoneAddHeightRangeQuick(texture->zone, 1.0, -20.0, -20.0, 20.0, 20.0); zoneAddHeightRangeQuick(texture->zone, 1.0, -20.0, -20.0, 20.0, 20.0);
zoneAddSlopeRangeQuick(texture->zone, 1.0, 0.0, 0.0, 5.0, 5.0); zoneAddSlopeRangeQuick(texture->zone, 1.0, 0.0, 0.0, 5.0, 5.0);
noiseGenerateBaseNoise(texture->bump_noise, 102400); noiseGenerateBaseNoise(texture->bump_noise, 102400);
noiseClearLevels(texture->bump_noise);
noiseAddLevelsSimple(texture->bump_noise, 8, 1.0, 1.0); noiseAddLevelsSimple(texture->bump_noise, 8, 1.0, 1.0);
texture->bump_height = 0.01; texture->bump_height = 0.01;
texture->bump_scaling = 0.015; texture->bump_scaling = 0.015;
@ -166,6 +169,7 @@ void autoGenRealisticLandscape(int seed)
zoneAddHeightRangeQuick(texture->zone, 1.0, -6.0, -5.0, 3.0, 15.0); zoneAddHeightRangeQuick(texture->zone, 1.0, -6.0, -5.0, 3.0, 15.0);
zoneAddSlopeRangeQuick(texture->zone, 1.0, 0.0, 0.0, 0.05, 0.4); zoneAddSlopeRangeQuick(texture->zone, 1.0, 0.0, 0.0, 0.05, 0.4);
noiseGenerateBaseNoise(texture->bump_noise, 102400); noiseGenerateBaseNoise(texture->bump_noise, 102400);
noiseClearLevels(texture->bump_noise);
noiseAddLevelsSimple(texture->bump_noise, 5, 1.0, 0.4); noiseAddLevelsSimple(texture->bump_noise, 5, 1.0, 0.4);
noiseAddLevelsSimple(texture->bump_noise, 2, 0.03, 0.08); noiseAddLevelsSimple(texture->bump_noise, 2, 0.03, 0.08);
texture->bump_height = 0.002; texture->bump_height = 0.002;
@ -182,6 +186,7 @@ void autoGenRealisticLandscape(int seed)
zoneAddHeightRangeQuick(texture->zone, 1.0, 4.0, 5.0, 100.0, 100.0); zoneAddHeightRangeQuick(texture->zone, 1.0, 4.0, 5.0, 100.0, 100.0);
zoneAddSlopeRangeQuick(texture->zone, 1.0, 0.0, 0.0, 0.2, 1.0); zoneAddSlopeRangeQuick(texture->zone, 1.0, 0.0, 0.0, 0.2, 1.0);
noiseGenerateBaseNoise(texture->bump_noise, 102400); noiseGenerateBaseNoise(texture->bump_noise, 102400);
noiseClearLevels(texture->bump_noise);
noiseAddLevelsSimple(texture->bump_noise, 6, 1.0, 1.0); noiseAddLevelsSimple(texture->bump_noise, 6, 1.0, 1.0);
texture->bump_height = 0.002; texture->bump_height = 0.002;
texture->bump_scaling = 0.03; texture->bump_scaling = 0.03;