New answers tagged voxels
First of all, you probably meant to subdivide into rectangles, not squares. The problem is generally not solvable with squares. Now, if you want to split your region into rectangles given an arbitrary number of rectangular holes, then I have a strong feeling it's an NP-hard problem. Which means you probably don't want to solve the problem in the best ...
You aren't resetting the modelview matrix, so each cube's translation is added to all further cubes. Use glPushMatrix and glPopMatrix around each translate-and-call.
Terrain generation falls under the form part of development. It's an artistic endeavor, so I'm not so sure there's a correct answer. However, I can try to tell you about the knobs you can turn to get different results, and it'll be up to you to turn them to get the result you want. Compress/expand: You can stretch or shrink the noise along a specific axis ...
Top 50 recent answers are included