public void DrawNoiseMap(ColoringScheme coloring, Renderer renderer) { Texture2D texture = new Texture2D(Width, Heigth); texture.filterMode = FilterMode.Point; texture.wrapMode = TextureWrapMode.Clamp; float[,] elevation = new float[Width, Heigth]; float[,] moisture = new float[Width, Heigth]; GenerateNoiseMap(elevation, Width, Heigth); float tmp = OffsetX; OffsetX += 100f; GenerateNoiseMap(moisture, Width, Heigth); OffsetX = tmp; for (int y = 0; y < Width; y++) { for (int x = 0; x < Heigth; x++) { float e = elevation[y, x]; float m = moisture[y, x]; texture.SetPixel(x, y, coloring(e, m)); } } texture.Apply(); renderer.material.mainTexture = texture; }
public void DrawNoiseMap(ColoringScheme coloring, Renderer renderer, float[,] map, int sizeX, int sizeY) { Texture2D texture = new Texture2D(sizeX, sizeY); texture.filterMode = FilterMode.Point; texture.wrapMode = TextureWrapMode.Clamp; for (int y = 0; y < sizeY; y++) { for (int x = 0; x < sizeX; x++) { float e = map[y, x]; texture.SetPixel(x, y, coloring(e, 0)); } } texture.Apply(); renderer.material.mainTexture = texture; }