I\'m currently developing a 2D isometric map editor. I display entity(cube, player) which contains points and textures. Each cubes are composed by 12 points.(12 points, but
Not really an answer (as the code will be rewritten anyway) so few hints for the new code instead (some of them are already mentioned in the comments).
Tileset
In the final isometric engine use sprites. They are faster and support pixel art. For my purposes I use compilation of these two free to use tilesets (64x64
):
Both are compatible. I compiled and edited them to suite the needs of my engine. So this is what I use (still work in progress):
White color 0x00FFFFFF
means transparent. The sprite is not enough. I added info about the height of tile and rotations.
If you see first 4 tiles from upper left corner they all are the same thing rotated by 90 degrees. So all my tiles have index of 4 tiles (the 90 degree rotations) int rot[4]
. This way I can rotate the whole map or just view. I compile the set so the rotations are next to each other. There are 3 options:
tile[ix].rot[]={ ix,ix,ix,ix };
where ix
is tile without rotation (ground) tile[ix].rot[]={ ix,ix+1,ix,ix+1 };
where ix
is tile with 2
rotations (those 2 tiles with chunk of chopped tree in the middle right)tile[ix].rot[]={ ix,ix+1,ix+2,ix+3 };
where ix
is tile with 4
rotations (like the first tile)The indexes are valid of coarse only for the first tile only, the others have the whole rot[]
array rotated by 1 value from neighbor. Some rotations are invisible (see the wide trees) but the tile is still present to allow rotations.
The tile height is important for placing tiles while editing and also for automatic map generations.
I plan to add also A*
map for each tile so I can use path finding or compute watter flows and more.
Map editor
I prefer 3D maps. with bigger resolution you need to properly select the viewed area for viewing to maximize performance. Also a good idea is to create hollow underground so the rendering is much faster (this can be also done virtually during rendering process without the need of updating map).
I recommend to code these features:
tile editor
Apart from the obvious paint editor you should add also another features like:
<->
ceiling<->
right<->
back<->
right mirror operationThey are really handy while compiling/editing tileset resources. As you can see my tileset has many of tiles not present in the source tilesets. They were created by these functions + some minor paint editing... The colored masks on the bottom of the tileset are used to mask out and properly combine parts of tiles to create the missing ones ... (you can take one side form one tile and other from other ...)
[Notes]
For more info/ideas have a look at some related Q/As:
How to procedurally generate isometric map
And here my Standalone no install Win32 Demo:
demo v1.000
demo v1.034
I endend by finding better way to do this code, thanks to members of stackoverflow. For people who got there by looking for a solution to a similar problem, I invite you to look at the comments for some usefull links and comment.
In OpenGL, when you are creating a OpenGL texture manually, you can assign 4 types:
GL_REPEAT, GL_CLAMP_TO_EDGE, GL_CLAMP and GL_CLAMP_TO_BORDER
If you want to learn more from the openGL textures differences, take a look here. Basically, it extend the last pixel in a image to the rest of the reserved memory.
In order to solve your problem, try to load the texture, modifing the parameters. I don't know if sfml allow to do it with Texture.hpp header, in the reference appear setRepeated, try to set true to see if solve the problem. Other way, loadfromfile with a size sf::IntRect(0, 0, 32, 32) in example.
This code is not tested, but teorically, using OpenGL will work:
void renderWindow::loadTexture(sf::String folder, int numTexture)
{
if (mMemoryTexture.loadFromFile("textures/" + folder + "/" + to_string(numTexture) + ".jpg"))
mTextures.push_back(mMemoryTexture);
else
cout << "Texture n°" << numTexture << " as failed to load." << endl;
// Generate OpenGL Texture manually
GLuint texture_handle;
glGenTextures(1, &texture_handle);
// Attach the texture
glBindTexture(GL_TEXTURE_2D, texture_handle);
// Upload to Graphic card
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGBA,
mMemoryTexture.GetWidth(), mMemoryTexture.GetHeight(),
0,
GL_RGBA, GL_UNSIGNED_BYTE, mMemoryTexture.GetPixelsPtr()
);
// Set the values
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
Maybe this helps you to solve your problem.