Chap 12 - heightmap flipping no longer necessary
by Ray Depew · in Torque Game Engine · 08/23/2004 (11:19 am) · 1 replies
In Chapter 12, "Creating Terrains," Ken tells you to flip the heightmap around its X axis so that it will conform to TGE's coordinate system. It turns out that this is no longer necessary.
I created a simple 256 x 256 heightmap, neutral grey with a black diagonal stripe going thisaway, a white diagonal stripe going thataway, and big white letters reading "This side UP" across the top edge. After I loaded it in the "Run fps demo" game using the World and Terrain Editor, I ran around for a while and observed that the map was right-reading straight out of the box. No reflecting or other manipulation was necessary.
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Regards
Ray
I created a simple 256 x 256 heightmap, neutral grey with a black diagonal stripe going thisaway, a white diagonal stripe going thataway, and big white letters reading "This side UP" across the top edge. After I loaded it in the "Run fps demo" game using the World and Terrain Editor, I ran around for a while and observed that the map was right-reading straight out of the box. No reflecting or other manipulation was necessary.
--
Regards
Ray
Torque 3D Owner Jeremy Hein
Now I know it wasn't just me, thanks.