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Question by sacredgeometry · Aug 10, 2011 at 12:18 AM · loopgriddebug

My grid is getting created on the wonk

I have tried to debug this but I honestly cant see anything wrong with it, I was wondering if anybody can help.

Basically what it does is process a 64x64 pixel texture and deletes sections of a grid based on the luminance of each pixel, I am in the process of revamping my code and all was going well until I reached this bit, I cant see why it would be making my grids come out with a diagonal slant as if each iteration was offsetting by one unit to the right.

heres what it looked like right in the obsolete code

alt text

and here is it in the new code

alt text

using UnityEngine; using System.Collections; using System.Collections.Generic;

public class NoiseProcessor : MonoBehaviour {

 public Texture2D noiseTex;
 public static Color[] pxList = new Color [4096];    
 
 // INIT
 void Start ()
 {
     pxList = noiseTex.GetPixels();
     TextureTranslator();
 }
 
 //CubeGrid.GridArray[i].gridColumn[i].name
 void TextureTranslator(){    
     
     int counter = 0;
     
     for ( int row = 0; row < 63; row++ ){
         for (int col = 0; col < 63; col++ ){
             
             //Debug.Log(row + "_" + col);
             
             
             if(isNotBlack(counter)){
                 
                 Cube.destroyBlock((GameObject)CubeGrid.GridArray[row].gridColumn[col].gameObject);
             } 
             Debug.Log(counter + " " + pxList[counter].grayscale);
             counter++;            
         }
     }
 }
 
 // is not black fuction ~ returns bool 
 bool isNotBlack(int i){
     if(pxList[i].grayscale <= 0.3){
         return false;
     } else {
         return true;
     }

 }

}

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avatar image sacredgeometry · Aug 10, 2011 at 01:28 AM 0
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thanks for fixing the formatting

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Answer by sacredgeometry · Aug 10, 2011 at 01:02 PM

FIXED: The for loop conditional operator should have been

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