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][1]
and here is it in the new code
![alt text][2]
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_.gridColumn*.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*.grayscale <= 0.3){*_
_* return false;*_
_* } else {*_
_* return true;*_
_* }*_
_* }*_
_*}*_
_**_
*[1]: http://img171.imageshack.us/img171/317/rightk.jpg*_
*[2]: http://img15.imageshack.us/img15/4527/wrongs.jpg*_
thanks for fixing the formatting
– sacredgeometry