public void DrawMapInEditor() { textureData.ApplyToMaterial(terrainMaterial); textureData.UpdateMeshHeights(terrainMaterial, heightMapSettings.MinHeight, heightMapSettings.MaxHeight); HeightMap data = HeightMapGenerator.GenerateHeightMap(meshSettings.NumVertsPerLine, meshSettings.NumVertsPerLine, heightMapSettings, Vector2.zero); if (drawMode == DrawMode.Noise) { DrawTexture(TextureGenerator.GenerateTextureFromHeightMap(data)); } else if (drawMode == DrawMode.Mesh) { DrawMesh(MeshGenerator.GenerateTerrainMesh(data.Values, meshSettings, editorPreviewLOD)); } else if (drawMode == DrawMode.Falloff) { DrawTexture(TextureGenerator.GenerateTextureFromHeightMap(new HeightMap(FalloffGenerator.GenerateFalloffMap(meshSettings.NumVertsPerLine), 0, 1))); } }
public void DrawMapInEditor() { textureData.UpdateMeshHeight(terrainMaterial, terrainData.minHeight, terrainData.maxHeight); MapData mapData = GenerateMapData(Vector2.zero); MapDisplay mapDisplay = FindObjectOfType <MapDisplay>(); if (drawMode == DrawMode.NoiseMap) { mapDisplay.DrawTexture(TextureGenerator.GenerateTextureFromHeightMap(mapData.heightMap)); } else if (drawMode == DrawMode.Mesh) { mapDisplay.DrawMesh(MeshGenerator.GenerateTerrainMesh(mapData.heightMap, terrainData.meshHeightMultiplier, terrainData.meshHeightCurve, editorPreviewLOD, terrainData.useFlatShading, water)); } else if (drawMode == DrawMode.FalloffMap) { mapDisplay.DrawTexture(TextureGenerator.GenerateTextureFromHeightMap(FalloffGenerator.GenerateFalloffMap(mapChunkSize))); } }
public void DrawMapInEditor() { MapData mapData = GenerateMapData(Vector2.zero); MapDisplay display = FindObjectOfType <MapDisplay>(); switch (drawMode) { case DrawMode.NoiseMap: display.DrawTexture(TextureGenerator.GenerateTextureFromHeightMap(mapData.heightMap)); break; case DrawMode.ColorMap: display.DrawTexture(TextureGenerator.GenerateTextureFromColorMap(mapData.colorMap, mapChunkSize, mapChunkSize)); break; case DrawMode.Mesh: Texture2D texture = TextureGenerator.GenerateTextureFromColorMap(mapData.colorMap, mapChunkSize, mapChunkSize); display.DrawMesh(MeshGenerator.GenerateTerrainMesh(mapData.heightMap, terrainData.heightMultiplier, terrainData.heighMultiplierCurve, editorPreviewLevelOfDetail), texture); break; } }