George Campbell

Results 36 comments of George Campbell

+1 the first line after an else is greyed out, whereas consecutive lines are correctly highlighted. A possible workaround could be making the else statement `else if(true)` which should mean...

Thanks. I figured that was the correct bit of code to add the offset, and that the random needed to remain the same for each tile. Although somehow still have...

For example ``` Terrain.simplex( (i + ox * (options.xSegments + 1)) / divisor, (j + oy * (options.ySegments + 1)) / divisor ) * range; ``` Where ox, oy are...

I've done as much as I could to ensure the x,y inputs for the noise function were correct and each chunk edge had the same correct corresponding x,y coords. However,...

After setting each seams / edge verticies Z all to 0, I get this: ![0 z seam](https://i.ibb.co/BjtYcPN/Screenshot-2019-08-01-at-23-54-42.png) Whereas setting the edge seams Z to 100 removes the seam. ![100 z...

Could it be due to Clamp ? ```/** * Rescale the heightmap of a terrain to keep it within the maximum range. ... function Clamp(g, options) { ... for (i...

Yes, disabling Clamp in the Normalize function fixed it. The seams are no more!

A related issue I am getting is with the shading/shadows as seen below in the sand version: ![SAND SHADOW SEAM](https://i.ibb.co/fGRKpHH/Screenshot-2019-08-03-at-11-13-32.png) ![same image with UV_Grid](https://i.ibb.co/x2YcVss/Screenshot-2019-08-03-at-11-12-33.png)

I found a solution to shadow seams thanks to [thrax](https://github.com/manthrax). The idea is to generate terrain with the outer segments overlapping the other tiles, then computeVertexNormals, and finally to trim...

+1 on iMac - High Sierra - 10.13.6