In capstone, today was a day for refactoring. That is, take all of the recommends to take my else-if statements and polymorphize them. That said, I did also put in the new particle system effect for our elevator, and tested it out so the level would be playable:
I also mainly worked with procedurally applying textures to the terrain. After the TGA-loading issue gave me trouble, I defaulted to loading a dds texture instead, as the data doesn't load in a wonky way based on the bpp value. That said, does setting the texture based on a singular slope check work out?
Yeugh. Yeeeuch. That is definitely looking more like pond scum than grassy overlay. What to do? Linear interpolation! Just applying it based on the grass texture at the lowest slope to the rock texture at the slope value did the trick. I also did a similar interpolation with normals:
What to do next? Applying several levels of depth would probably do the trick. Snow, grass, and...why not hot lava?
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