void LoadMapIntoPixels()
 {
     float[] map = NoiseGenerator.CalcNoise();
     for (int i = 0; i < Constants.ChunkHeight * Constants.ChunkWidth; i += 1)
     {
         Pixels[i] = Color.Lerp(Color.black, Color.white, map[i]);
         //Pixels[(int) height * Constants.ChunkWidth + (int) width] = new Color(value/255, value/255, value/255, 1);
     }
 }
Esempio n. 2
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    void Start()
    {
        gameObject.AddComponent <MeshFilter>();
        gameObject.AddComponent <MeshRenderer>();
        mesh = new Mesh();
        GetComponent <MeshFilter>().mesh = mesh;
        _noise = new FlatGenNoise();
        y      = _noise.CalcNoise();
        // _flatTexturing = new FlatTexturing(y);

        // Texture2D tex = new Texture2D(Constants.ChunkWidth, Constants.ChunkHeight);
        // Color[] colors = _flatTexturing.makeColor();
        // tex.SetPixels(colors);
        // tex.Apply();
        //
        // textureRenderer.sharedMaterial.mainTexture = tex;
        // textureRenderer.transform.localScale = new Vector3(Constants.ChunkWidth,1, Constants.ChunkHeight);

        CreateShape();
        UpdateMesh();
    }