mardi 30 août 2016
I added two additional texture levels (one for rivers, and one for canyons) and modified the planets shaders code to shape the contours generated by the fractals functions (fbm, iqTurbulence) and finally obtain rivers and high reliefs carved canyons. See pics bellow.
mardi 16 août 2016
jeudi 30 juin 2016
mardi 14 juin 2016
dimanche 15 mai 2016
lundi 2 mai 2016
Randomized fbm and iq turbulence are nice, but I also need a way to control planet's topography and continent's shape.
I therefore added some specialized code to do it : submitting the following bitmap, containing an example of continent map, to the new shaders :
Black pixels (0,0,0) simply represents oceans and rivers; green channel is dedicated for plains and continents coasts altitude, and blue channel is reserved for areas where mountains are authorized; I get the following results: