-
Notifications
You must be signed in to change notification settings - Fork 0
WLGfx/OpenGL-PROC-MAP
Folders and files
| Name | Name | Last commit message | Last commit date | |
|---|---|---|---|---|
Repository files navigation
///////////////////////////////////////////////////////////////////////////// Other notes: using dbAtanFull(Xd,Yd) O------1 90 degrees | | | 2 0 degrees using dbAtanFull(yd,Xd) O------1 0 degrees (0.0) cos*x, sin*y | | | 1 90 degrees (pi/2) ///////////////////////////////////////////////////////////////////////////// To add: To make sure that each segment that is added I will have to re-code the add corridor and add room functions to re-add the first edge from which it was originally spawned. I'm wondering at this current moment in time whether I can get away with just adding that edge after the segment has been added. If not, ah well... When processing each seperate segment/limb the start vertex is simple enough as it will be the first vertex from the original edge used to spawn it. ///////////////////////////////////////////////////////////////////////////// LS_SEGMENTS LS_RNDSEED LS_LENMIN & LS_LENMAX LS_ANGMIN & LS_ANGMAX LS_SEGMIN & LS_SEGMAX LS_CEDMIN & LS_CEDMAX LS_CLNMIN & LS_CLNMAX LS_NHGT LS_NSEED LS_NDIV ///////////////////////////////////////////////////////////////////////////// Added segments to the _EDGES lists ///////////////////////////////////////////////////////////////////////////// Updgraded the _VECT struct to hold the normals and texture coords. /////////////////////////////////////////////////////////////////////////////
About
My original code for generating a 3D procedural map using OpenGL.
Resources
Stars
Watchers
Forks
Releases
No releases published
Packages 0
No packages published