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let rows, cols;
let scl = 40;
let terrain = []
function setup() {
createCanvas(400, 400, WEBGL);
rows = height/scl;
cols = width/scl;
for (let x = 0; x < cols; x++){
terrain[x] = []
for (let y = 0; y < rows; y++){
terrain[x][y] = 0 // default value
}
}
}
function draw() {
background(0);
fill(200, 200, 200, 50)
let yoff = 0.0;
for (let y = 0; y < rows; y++){
let xoff = 0.0;
for(let x = 0; x < cols; x++){
terrain[x][y] = map(noise(xoff, yoff), 0, 1, -100, 100)
xoff += 0.2
}
yoff += 0.2
}
print(terrain[5])
rotateX(PI/3.0)
translate(-width/2, -height/2)
for (let y = 0; y < rows-1; y++){
beginShape()
for (let x = 0; x < cols-1; x++){
vertex(x*scl, (y+1)*scl, terrain[x][y+1])
vertex(x*scl, y*scl, terrain[x][y])
vertex((x+1)*scl, y*scl, terrain[x+1][y])
vertex((x+1)*scl, (y+1)*scl, terrain[x+1][y+1])
vertex(x*scl, (y+1)*scl, terrain[x][y+1])
}
endShape();
}
}