Fix terrain generation horizontal increment

This commit is contained in:
Josip Miskovic 2024-04-11 20:48:36 +02:00
parent aaac317c67
commit 2302c51952
2 changed files with 4 additions and 4 deletions

View File

@ -114,8 +114,8 @@ Shape* luax_newterrainshape(lua_State* L, int index) {
uint32_t n = luax_optu32(L, index + 1, 100);
float* vertices = lovrMalloc(sizeof(float) * n * n);
for (uint32_t i = 0; i < n * n; i++) {
float x = scaleXZ * (-.5f + ((float) (i % n)) / n);
float z = scaleXZ * (-.5f + ((float) (i / n)) / n);
float x = scaleXZ * (-.5f + ((float) (i % n)) / (n - 1));
float z = scaleXZ * (-.5f + ((float) (i / n)) / (n - 1));
lua_pushvalue(L, index);
lua_pushnumber(L, x);
lua_pushnumber(L, z);

View File

@ -964,9 +964,9 @@ TerrainShape* lovrTerrainShapeCreate(float* vertices, uint32_t n, float scaleXZ,
.z = -.5f * scaleXZ
};
const JPH_Vec3 scale = {
.x = scaleXZ / n,
.x = scaleXZ / (n - 1),
.y = scaleY,
.z = scaleXZ / n
.z = scaleXZ / (n - 1)
};
JPH_HeightFieldShapeSettings* shape_settings = JPH_HeightFieldShapeSettings_Create(vertices, &offset, &scale, n);