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  [LibGDX] How to texturize a trinagle strip with an image?  (Read 1141 times)
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Offline grevius
« Posted 2013-09-17 16:18:18 »

Hi to all! i'm creating a game with implemented box2D, and i want to create a dynamic ramdomized terrain like this :

how i have to do for texturize my point in a way like that in photos?
if you can a piece of code is apreciated XD
Offline RobinB

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« Reply #1 - Posted 2013-09-17 18:38:00 »

Use quads, or increase the texture coords every 2 rectangles (like you are doing in the image).
Besides that, just draw them normally.
Offline grevius
« Reply #2 - Posted 2013-09-17 20:04:26 »

I try and tell you if i do it right XD
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Offline grevius
« Reply #3 - Posted 2013-09-17 20:54:41 »

Use quads, or increase the texture coords every 2 rectangles (like you are doing in the image).
Besides that, just draw them normally.
no, i'm not able to do this Sad
i have this code :
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for(int i=0; i<colline; i++) {
            if(i != 0) {
               randomHeight = (float)Math.random()*hard;
               HillHeight -=randomHeight;
            }
            for(int j=0; j<HillSlices; j++) {
                    // Creo la posizione del punto del terreno
               vertici.add(new Vector2(j*distance+HillWidth*i, (float)(HillHeight+randomHeight*Math.cos(2*Math.PI/HillSlices*j))));
            }
           
            HillHeight += randomHeight;
      }

vertici il my array with all the points, but i really don't know how to drow it in the rendere() with the texture, can somebody teach me how to do this?
Offline RobinB

JGO Ninja


Medals: 44
Projects: 1
Exp: 3 years


Spacegame in progress


« Reply #4 - Posted 2013-09-17 21:02:44 »

1. Why are you deacreasing height, and after the loop increasing it again?
2. Why do you use multiple slices (using sin)?
3. Math.rand() wont create nice noise, its okay for a test however (use simplex noise).

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for(int i=0; i<colline; i++) {
    HillHeight -=randomHeight;
    nexthillheight = HillHeight - randomHeight2;

    corner_leftup = Vector2(HillWidth*i, HillHeight);
    corner_rightup = Vector2(HillWidth*(i+1), nexthillheight);
    corner_leftdown = Vector2(HillWidth*i, HillHeight+Height);
    corner_rightdown = Vector2(HillWidth*(i+1), nexthillheight+Height);
}


Draw using gl_triangles
Set texture coords accordingly (dont know how this is done in libgdx).
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