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Improvements to terrain examples.

Mr.doob преди 11 години
родител
ревизия
6d5a67e7d7

+ 3 - 10
examples/canvas_geometry_terrain.html

@@ -122,15 +122,9 @@
 
 			function generateHeight( width, height ) {
 
-				var data = Float32Array ? new Float32Array( width * height ) : [], perlin = new ImprovedNoise(),
+				var data = new Uint8Array( width * height ), perlin = new ImprovedNoise(),
 				size = width * height, quality = 2, z = Math.random() * 100;
 
-				for ( var i = 0; i < size; i ++ ) {
-
-					data[ i ] = 0
-
-				}
-
 				for ( var j = 0; j < 4; j ++ ) {
 
 					quality *= 4;
@@ -138,8 +132,7 @@
 					for ( var i = 0; i < size; i ++ ) {
 
 						var x = i % width, y = ~~ ( i / width );
-						data[ i ] += Math.floor( Math.abs( perlin.noise( x / quality, y / quality, z ) * 0.5 ) * quality + 10 );
-
+						data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * 0.5 ) * quality + 10;
 
 					}
 
@@ -212,7 +205,7 @@
 			function render() {
 
 				camera.position.x += ( mouseX - camera.position.x ) * 0.05;
-				camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
+				camera.position.y += ( - mouseY - camera.position.y ) * 0.05 + 15;
 				camera.lookAt( scene.position );
 
 				renderer.render( scene, camera );

+ 1 - 8
examples/webgl_geometry_terrain.html

@@ -128,15 +128,9 @@
 
 			function generateHeight( width, height ) {
 
-				var size = width * height, data = new Float32Array( size ),
+				var size = width * height, data = new Uint8Array( size ),
 				perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
 
-				for ( var i = 0; i < size; i ++ ) {
-
-					data[ i ] = 0
-
-				}
-
 				for ( var j = 0; j < 4; j ++ ) {
 
 					for ( var i = 0; i < size; i ++ ) {
@@ -144,7 +138,6 @@
 						var x = i % width, y = ~~ ( i / width );
 						data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
 
-
 					}
 
 					quality *= 5;

+ 1 - 8
examples/webgl_geometry_terrain_fog.html

@@ -131,15 +131,9 @@
 
 			function generateHeight( width, height ) {
 
-				var size = width * height, data = new Float32Array( size ),
+				var size = width * height, data = new Uint8Array( size ),
 				perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
 
-				for ( var i = 0; i < size; i ++ ) {
-
-					data[ i ] = 0
-
-				}
-
 				for ( var j = 0; j < 4; j ++ ) {
 
 					for ( var i = 0; i < size; i ++ ) {
@@ -147,7 +141,6 @@
 						var x = i % width, y = ~~ ( i / width );
 						data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
 
-
 					}
 
 					quality *= 5;

+ 1 - 8
examples/webgl_geometry_terrain_raycast.html

@@ -145,15 +145,9 @@
 
 			function generateHeight( width, height ) {
 
-				var size = width * height, data = new Float32Array( size ),
+				var size = width * height, data = new Uint8Array( size ),
 				perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
 
-				for ( var i = 0; i < size; i ++ ) {
-
-					data[ i ] = 0
-
-				}
-
 				for ( var j = 0; j < 4; j ++ ) {
 
 					for ( var i = 0; i < size; i ++ ) {
@@ -161,7 +155,6 @@
 						var x = i % width, y = ~~ ( i / width );
 						data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
 
-
 					}
 
 					quality *= 5;