int cols, rows;
int scl = 20;
int w = 2000;
int h = 1600;
float flying = 0;
float[][] terrain;
PImage img;
void setup() {
size(600, 600, P3D);
cols = w / scl;
rows = h/ scl;
terrain = new float[cols][rows];
//String = img;
img = loadImage( "vv.png");
texture(img);
}
void draw() {
flying -= 0.1;
float yoff = flying;
for (int y = 0; y < rows; y++) {
float xoff = 0;
for (int x = 0; x < cols; x++) {
terrain[x][y] = map(noise(xoff, yoff), 0, 1, -100, 100);
xoff += 0.2;
}
yoff += 0.2;
}
background(0);
//stroke(255);
//noFill();
translate(width/2, height/2+50);
rotateX(PI/3);
scale(0.5);
translate(-w/2, -h/2);
for (int y = 0; y < rows-1; y++) {
beginShape(TRIANGLE_STRIP);
texture(img);
for (int x = 0; x < cols; x++) {
vertex(x*scl, y*scl, terrain[x][y], map(x,0,cols,0,img.width), map(y,0,rows,0,img.height) );
vertex(x*scl, (y+1)*scl, terrain[x][y+1], map(x,0,cols,0,img.width), map(y+1,0,rows,0,img.height));
//rect(x*scl, y*scl, scl, scl);
}
endShape();
}
}
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