void Start() { /*switch (QualitySettings.GetQualityLevel()) * { * case 0: * TextureSize = 512; * SubdivisionLevel = 6; * break; * case 1: * TextureSize = 512; * SubdivisionLevel = 7; * break; * case 2: * TextureSize = 1024; * SubdivisionLevel = 7; * break; * }*/ fbmgpu = new FBMGPU(FBMGPUProgram, MethodName); fbmgpu.Setup(NoiseOctaves, NoisePersistence); fbmgpu.Iterations = NoiseIterations; fbmgpu.Gamma = 2f; texfbmgpu = new FBMGPU(FBMGPUProgram, TexMethodName); texfbmgpu.Setup(TexNoiseOctaves, TexNoisePersistence); texfbmgpu.Iterations = TexNoiseIterations; texfbmgpu.Gamma = 2f; nmapgpu = new GPUTextureProcessor <Vector3, Vector3>(NormalMapGPUProgram, "NormalMap3x3", 1, 3, 3); geo = new GeoSphere(); geo.Noise = fbmgpu; geo.NoiseScale = NoiseScale; geo.NoiseGenFrames = NoiseGenFrames; geo.TargetSubdivisionLevel = SubdivisionLevel; geo.NoiseSpaceScale = NoiseSpaceScale; geo.TexNoiseSpaceScale = TexNoiseSpaceScale; geo.BuildAtmosphere = BuildAtmosphere; geo.TexNoises[0] = texfbmgpu; geo.TextureSize = TextureSize; geo.NormalMapGenerator = nmapgpu; ProgressText = GameObject.Find("ProgressText").GetComponent <GUIText>() as GUIText; geo.StartBuilding(); }
void Start() { fbmgpu = new FBMGPU(FBMGPUProgram, MethodName); Vector3[] points = new Vector3[Width * Height]; for (int x = 0; x < Width; x++) { for (int y = 0; y < Height; y++) { points[x + y * Height] = new Vector3((x / (float)(Width) - 0.5f + 10f) * Scale, (y / (float)(Height) - 0.5f) * Scale, 0f); } } fbmgpu.Start(points, 32); fbmgpu.Setup(Octaves, Persistence); fbmgpu.Gamma = Gamma; fbmgpu.Iterations = Iterations; }