make grass sprites a function of map area
authorhgn <hgodden00@gmail.com>
Tue, 17 Jan 2023 02:02:48 +0000 (02:02 +0000)
committerhgn <hgodden00@gmail.com>
Tue, 17 Jan 2023 02:02:48 +0000 (02:02 +0000)
maps_src/mp_gridmap.mdl
world_gen.h

index 1f1079f43f015321f1e7622a6bff54136b94c0d6..260b43f12237cea3c8c5ee1239dec987b242c0bc 100644 (file)
Binary files a/maps_src/mp_gridmap.mdl and b/maps_src/mp_gridmap.mdl differ
index 47ed5ee9c9b64624c20bf060c90921f3bb7d8037..b5481c044f100effcb99f2ab15805e34616bd5d0 100644 (file)
@@ -56,7 +56,12 @@ VG_STATIC void world_apply_procedural_foliage( struct world_material *mat )
 
    int count = 0;
 
-   for( int i=0;i<100000;i++ )
+   float area = volume[0]*volume[2];
+   u32 particles = 0.08f * area;
+
+   vg_info( "Map area: %f. Max particles: %u\n", area, particles );
+
+   for( int i=0;i<particles;i++ )
    {
       v3f pos;
       v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );