[Fix] Tweaked a little bit, and the transitions is perfectly smooth now.

This commit is contained in:
Allanis 2013-07-19 19:18:04 +01:00
parent 86f7480826
commit 17db004ba1
2 changed files with 8 additions and 6 deletions

View File

@ -10,7 +10,7 @@
#include "rng.h"
#include "perlin.h"
#define NEBU_DT_MAX 1.
#define NEBU_DT_MAX 5.
#define NEBULAE_Z 16 /* Z plane. */
#define NEBULAE_PATH "gen/nebu_%02d.png"
@ -132,12 +132,12 @@ void nebu_render(void) {
/* Texture 0. */
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, nebu_textures[cur_nebu[0]]);
glBindTexture(GL_TEXTURE_2D, nebu_textures[cur_nebu[1]]);
/* Texture 1. */
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, nebu_textures[cur_nebu[1]]);
glBindTexture(GL_TEXTURE_2D, nebu_textures[cur_nebu[0]]);
/* Prepare it. */
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
@ -147,8 +147,9 @@ void nebu_render(void) {
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, col);
/* Arguments. */
/* Arg0 */
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE1);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
/* Arg 1. */

View File

@ -199,8 +199,10 @@ float* noise_genNebulaeMap(const int w, const int h, const int n, float rug) {
/* Start to create the nebulae. */
max = 0.;
f[2] = 0.;
for(z = 0; z < n; z++) {
f[2] = zoom * (float)z / (float)n;
for(y = 0; y < h; y++) {
f[1] = zoom * (float)y / (float)h;
@ -215,7 +217,6 @@ float* noise_genNebulaeMap(const int w, const int h, const int n, float rug) {
nebulae[z*w*h + y*w+x] = value;
}
}
f[2] += 0.01;
/* More time magic debug. */
t[z] = SDL_GetTicks();