Work on minimizing terrain cell poly usage

This commit is contained in:
austin 2021-11-23 13:44:17 -05:00
parent dda5cb59e5
commit fac9c5f41b

View File

@ -420,6 +420,10 @@ public class ModelUtils {
for(int x = 0; x < width - 1; x = x + stride){
quadCurrent = null;
for(int y = 0; y < height - 1; y = y + stride){
if((x == 5 && y == 2)){
System.out.println(quadCurrent);
// continue;
}
if(quadCurrent == null){
minVal = 100000000;
maxVal = 0;
@ -452,7 +456,8 @@ public class ModelUtils {
}
boolean textureMatch = false;
float texture = -1;
if(x+stride < width - 1 && y+stride < height -1 && texturemap[x][y] == texturemap[x+stride][y] &&
if(x+stride < width - 1 && y+stride < height -1 &&
texturemap[x][y] == texturemap[x+stride][y] &&
texturemap[x][y] == texturemap[x][y+stride] &&
texturemap[x][y] == texturemap[x+stride][y+stride]){
@ -496,7 +501,8 @@ public class ModelUtils {
if(newMax - newMin < MINIMIZATION_DIFF_MAX &&
texturemap[quadCurrent.startX][quadCurrent.startY] == texturemap[x+stride][y] &&
texturemap[quadCurrent.startX][quadCurrent.startY] == texturemap[x][y+stride] &&
texturemap[quadCurrent.startX][quadCurrent.startY] == texturemap[x+stride][y+stride]
texturemap[quadCurrent.startX][quadCurrent.startY] == texturemap[x+stride][y+stride] &&
texturemap[x+stride][y+stride] == quadCurrent.texture
){
//add to quad
quadCurrent.endY = y + stride;
@ -578,7 +584,9 @@ public class ModelUtils {
// finalQuads.add(currentQuad);
for(QuadToGenerate current : finalQuads){
// System.out.println(current.startX + " " + current.startY + " " + current.endX + " " + current.endY);
if(current.startX > 0 && current.startY > 0 && current.endX < 99 && current.endY < 99){
System.out.println(current.startX + " " + current.startY + " " + current.endX + " " + current.endY);
}
}
// System.out.println(finalQuads.size());