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13

I have been able to do this using the 3d modeling software Blender. I used UV mapping to map the texture and the displacement modifier to apply the height map. If you need some form of XNA code for this, I cannot supply it. Here it is as a 3d terrain. Surprisingly, it worked best on a uniformly square mesh. The steps required to create the terrain like i ...

6

A basic height map can be produced as follows: Generate a set of vertices that form a grid made of triangles in a regular pattern like A -- B -- C -- ... | \ | / | \ | \ | / | \ D -- E -- F -- ... | / | \ | / | / | \ | / ... ... ... Each of A, B, C, et cetera represents a vertex in the grid. It also represents a point on the height; ...

2

It looks an introduction to linear algebra is in order, or more precisely the dot product: dot(a, b) = |a| |b| cos(Theta) Why is it helpful? Because of its relation to the scalar/vector projection, the length of projection of vector a onto vector b is lenPA = |a| cos(theta) or more practically, derived from dot product definition: lenPA = (a . b) / |...

1

is this what you want ? float endPercent = curLength / totalLength; // Calculates the percent of colour at the ending point of the line to be used in current pixel float startPercent = 1 - (curLength / totalLength); // Calculates the percent of ...

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