public void Generate(float offsetX, float offsetZ, AnimationCurve continentToAmpCurve) { quadsX = generator.GetLODLevel(lodIndex).quads; quadsZ = generator.GetLODLevel(lodIndex).quads; if (quadsX == 0 || quadsZ == 0) { Debug.Log("Generating quadsX=" + quadsX + "quadsZ=" + quadsZ); } prepMesh.GeneratePlane(size, quadsX, quadsZ); GenerateTerrain(generator.noise, generator.frequency, generator.amplitude, generator.octaveCount, generator.lacunarity, generator.gain, offsetX, offsetZ, generator.continentsFrequency, continentToAmpCurve); UpdateFixedSeamIndicator(Orientation.North, false); UpdateFixedSeamIndicator(Orientation.East, false); UpdateFixedSeamIndicator(Orientation.South, false); UpdateFixedSeamIndicator(Orientation.West, false); }
public static void GeneratePlane(this PreparedMesh pMesh, Vector2 size, int quadsX, int quadsY) { pMesh.GeneratePlane(size, quadsX, quadsY, false, false); }