Replaced the solid black color inside wall cells with an ice texture, background ice textures loop better
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@@ -348,9 +348,9 @@ namespace Barotrauma
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return pathCells;
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}
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public static List<Body> GeneratePolygons(List<VoronoiCell> cells, out List<VertexPositionColor> verticeList, bool setSolid=true)
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public static List<Body> GeneratePolygons(List<VoronoiCell> cells, out List<VertexPositionTexture> verticeList, bool setSolid=true)
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{
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verticeList = new List<VertexPositionColor>();
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verticeList = new List<VertexPositionTexture>();
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var bodies = new List<Body>();
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List<Vector2> tempVertices = new List<Vector2>();
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@@ -388,7 +388,12 @@ namespace Barotrauma
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{
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foreach (Vector2 vertex in triangles[i])
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{
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verticeList.Add(new VertexPositionColor(new Vector3(vertex, 0.0f), Color.Black));
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//shift the coordinates around a bit to make the texture repetition less obvious
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Vector2 uvCoords = new Vector2(
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vertex.X / 2000.0f + (float)Math.Sin(vertex.X / 500.0f) * 0.15f,
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vertex.Y / 2000.0f + (float)Math.Sin(vertex.Y / 700.0f) * 0.15f);
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verticeList.Add(new VertexPositionTexture(new Vector3(vertex, 1.0f), uvCoords));
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}
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}
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