rendered paste body//here I generate the map, if I print in the loop to a file it gets correct in matlab, so uv-coords can't be wrong?
void generateWorld::generateWorley(void)
{
double point[3];
double CellF[3];
double delta[3][3];
float ui, vi, min = 255.0f, max = 0.0f;
unsigned long CellID;
GLfloat h;
double stoneScale = 64.0;
for(int row = 0; row < NearTextureSize; row++ )
{
for(int col = 0; col < NearTextureSize; col++ )
{
point[0] = (double)row / (double)NearTextureSize * stoneScale;
point[1] = (double)col / (double)NearTextureSize * stoneScale;
point[2] = glfwGetTime();
ui = ((float)row)/((float)NearTextureSize)* stoneScale*2.0f;
vi = ((float)col)/((float)NearTextureSize)* stoneScale*2.0f;
Worley(point, 3, CellF, delta, &CellID);
//h = 0.5+(CellF[1]-CellF[0]) * 0.4;
h = (GLfloat)((2.0*CellF[2]-CellF[1]-CellF[0]) + 1.0*(0.5+inoise3f(ui, vi, 4.0f)) + 0.8*(0.5+inoise3f(ui*2.0f, vi*2.0f, 8.0f)) + 0.6*(0.5+inoise3f(ui*3.0f, vi*3.0f, 16.0f)));
if(h<min)
min=h;
if(h>max)
max=h;
worleymap[row][col] = h;
}
}
glGenTextures( 1, &worleyMap_tex_id );
glBindTexture( GL_TEXTURE_2D, worleyMap_tex_id );
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
gluBuild2DMipmaps( GL_TEXTURE_2D, GL_LUMINANCE, NearTextureSize, NearTextureSize, GL_LUMINANCE, GL_FLOAT, worleymap );
}
//and here I render it in a renderloop
glPushMatrix();
glTranslatef(822,481,0);
glColor3ub(255,255,255);
//glScalef(200,200,200.0f);
//glTexCoord2f(100.0f,100.0f);
glBindTexture( GL_TEXTURE_2D, terrain.worleyMap_tex_id );
glBegin( GL_QUADS );
/*
glTexCoord2f(0.0f, 0.2f); glVertex2i(0,0);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0,64);
glTexCoord2f(0.4f, 0.0f); glVertex2i(128,64);
glTexCoord2f(0.4f, 0.2f); glVertex2i(128,0);
*/
glTexCoord2f(0, 0.01f); glVertex2i(0,0);
glTexCoord2f(0, 0); glVertex2i(0,64);
glTexCoord2f(0.02f, 0); glVertex2i(128,64);
glTexCoord2f(0.02f, 0.01f); glVertex2i(128,0);
glEnd();
glPopMatrix();