Devlog 4
What was added?:
- Main thing that was added is exporting, the ply file can be exported and you can import it into your software of choice, the reason for .ply is the way in which is stores its data based on vertex positions which matches the height map generation my code runs off.
- Semi-functional biome masking, so it textures based on catogrized zones such as costal shorlines, flatlands highlands ect.
- Expanded the internal dictionary for faster switching between elevation values and biome classifications
Errors:
- Trying to apply the biome mask to the mesh caused the geometry to form stair looking blocks, turns out the warp_by_scalar function replaces elevation data with specic indices like -1.0, -0.2, 0.5, 1.5. Fixed this by adding a geometry_elevation array to expand possible vertex indeces, overly simpliefied explanation but I don’t know how to explain it any better
- All of the checkboxes and export buttons all fused in the left hand bottom of the screen and refused to move, turns out in my hastely coppiying from the PyVista website examples I defined a variable as l_stat which held the location data inside it but I assumed it was a PyVista function with other uses, fixed it just by removing that variable and adding my own location data for each.
Next time on Open PLG:
- Height map exportation so you can choose to displace a plane rather then importing a 3d model, started on this today but didn’t get far before deciding to post this devlog and to take a break.
- Mask exportation so the final user could use weathering mask for better texturing, this is a feature that a surprisingly low number of similar software have easilibly usable so I knew this was a must have for my project
- Height based blending for external shaders.
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