Hello forum, I have been using the Paul's article about generating terrain using fractals
http://gameprogrammer.com/fractal.html I am populating the values in the osg height map structure. But The rendering is giving me a flat surface. I hope that Paul sees that as well. ******************************************** osg::ref_ptr<osg::Geode> myTerrain = new osg::Geode; //Now load the terrain /* osg::ref_ptr<osg::Node> terrainNode (osgDB::readNodeFile("Terrain2.3ds")); terrainScaleMat->addChild(terrainNode.get()); */ //generate the 2D fractal float *heightData = alloc2DFractArray(512); //Define some constants for the fractal terrain static const float DEF_HEIGHT_SCALE = 0.1f; static float TILING_SURFACE = 3; int randomSeed = 1; float H = 0.3; float iteration = 10; fill2DFractArray (heightData,512, randomSeed,DEF_HEIGHT_SCALE,H); //using the height field osg::ref_ptr<osg::HeightField> heightMap = new osg::HeightField; //allocate the space for the height field heightMap->allocate(512,512); //populate the height map for(unsigned int i = 0; i < heightMap->getNumColumns();i++) { for(unsigned int j = 0; j < heightMap->getNumRows();j++) { int size = heightMap->getNumRows(); heightMap->setHeight(i,j,heightData[(i*size)+j]); //std::cout << heightMap->getHeight(i,j) << std::endl; } } //now add the drawable to the terain myTerrain->addDrawable(new osg::ShapeDrawable(heightMap.get())); ******************************************** Regards, Sajjad
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