ah nice little trick on the discworld. Very useful for horizons. Checked the flag again and same. I'm running the latest molehill player so maybe that's it. Kinda buggy on different hardware it seems
On Jun 15, 4:09 am, rhys thomas <[email protected]> wrote: > ah yeh, well the ram usage seems okay on mine but may be caused by the fact > im computing the perlin noise on the cpu instead of gpu because im not using > pixel blender. any help is appreciated? the discworld roundness is a little > smoke and mirrors trick, the heightmap is generated and then a black bitmap > with a circle removed from the center is placed over the top, this causes > the height of surrounding vertices to be 0. Also anyone know if they have > planned to have elevation work on custom meshes or a return to the old > heightmap methods as i would like to apply heightmaps to spheres and models > also?? > > > > > > > > On Tue, Jun 14, 2011 at 7:25 PM, Choons <[email protected]> wrote: > > they look good. I'm curious how you get that round shape in the > > discworld example. The flag example appears to have a memory leak- my > > ram usage jumps up every frame > > > On Jun 14, 7:42 am, rhys thomas <[email protected]> wrote: > > > Hi, > > > here are two simple little elevation examples, one is just a mock up of a > > > Discworld and another a sort of controllable flag, hope some people > > enjoy. I > > > know there simple as hell and would like to start using pixel blender in > > > order to create the perlin noise that generates the maps any help on this > > > would be great? > > > > Examples: > > > >http://polygonprophecy.com/molehill/discworldV0/ > > > >http://polygonprophecy.com/molehill/heightMap/
