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uses
Gorilla.Terrain,
Gorilla.Material.Lambert;
procedure TForm1.FormCreate(Sender: TObject);
var LTexturePath : String;
begin
LTexturePath := IncludeTrailingPathDelimiter(ExtractFilePath(ParamStr(0)));
FTerrain := TGorillaTerrain.Create(fGorilla);
FTerrain.Parent := FGorillaViewport;
// set resolution of terrain to 256 x 256 sections
// this generates 65.536 cells with 131.072 triangles and 393.216 vertices.
FTerrain.ResolutionX := 256;
FTerrain.ResolutionY := 256;
// here we load the height map image
FTerrain.HeightMap.LoadFromFile(LTexturePath + 'terrain-h.jpg');
// adjust terrain size and scaling
FTerrain.HeightScale := 10;
FTerrain.Scale.X := 100;
FTerrain.Scale.Y := 10;
FTerrain.Scale.Z := 100;
// build terrain mesh from previously loaded heightmap
// 1st param: static buffering for large number of vertices.
// 2nd param: decimation disabled
FTerrain.RebuildTerrain(true, false);
// apply a material as texture to it
FTerrainMaterial := TGorillaLambertMaterial.Create(FTerrain);
FTerrainMaterial.Parent := FTerrain;
FTerrainMaterial.Texture.LoadFromFile(LTexturePath + 'terrain-c.jpg');
FTerrain.Mesh.MaterialSource := FTerrainMaterial;
end;