//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #include #include #include void HeightMapRenderer::drawHeightMap(HeightMap &map) { float width = (float) map.getMapWidth(); float height = (float) map.getMapHeight(); // Draw the triangles glColor3f(1.0f, 1.0f, 1.0f); glBegin(GL_TRIANGLES); int x; for (x=0; xgetDrawNormals()) { // Draw the normals glColor3f(0.0f, 1.0f, 0.0f); glBegin(GL_LINES); for (x=0; x<=map.getMapWidth(); x++) { for (int y=0; y<=map.getMapWidth(); y++) { Vector &Normal = map.getNormal(x, y); Vector Position((float)x, (float)y, map.getHeight(x, y)); glVertex3fv(Position); glVertex3fv(Position + Normal * 2.0f); } } glEnd(); } }