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+ c lamp(x + 2, 8, TERRAIN_X_LEN) * (TERRAIN_X_LEN + 1)
m_pTerrainGeometry->AddIndex
clamp(z + \, 8, TERRAIN_Z_LEN)
+ clamp(x + 2, 8, TERRAIN_XJ_EN) * (TERRAIN_X_LEN + 1)
) i
II 6-7 are +z
m_pTerrainGeometry->AddIndex
Clamp(z + 2, 8, TERRAIN_Z_LEN)
+ clamp(x + 0, 0, TERRAIN_X_LEN) * (TERRAIN_XJ_EN + 1)
m_pTerrainGeometry->AddIndex
clamp(z + 2, 8, TERRAIN_Z_LEN)
+ clamp(x + 1, 8, TERRAIN_X_LEN) * (TERRAIN_X_LEN + 1)
// 8-9 are -x
m_pTerrainGeometry->AddIndex
clamp(z + 8, 8, TERRAIN_Z_LEN)
+ Clamp(x - 1, 8, TERRAIN_X_LEN) * (TERRAIN_X_LEN + 1)
m_pTerrainGeometry->AddIndex
Clatnp(z + 1, 8, TERRAIN_Z_LEN)
+ clamp(x - 1, 8, TERRAIN_X_LEN) * (TERRAIN_X_LEN + 1)
) i
II 10-11 are -z
m_pTerrainGeometry->AddIndex
clamp(z - 1, 8, TERRAIN_Z_LEN)
+ clamp(x + 8, 8, TERRAIN_X_LEN) * (TERRAIN_X_LEN + 1)
) 3
m_pTerrainGeometry->AddIndex
clamp(z - 1, 8, TERRAIN_Z_LEN)
+ clamp(x + 1, 8, TERRAIN_X_LEN) * (TERRAIN_X_LEN + 1)
) 3
}
}
// Move the in-memory geometry to be
// an actual renderable resource
m_pTerrainGeometry->LoadToBuffers();
m_pTerrainGeometry->SetPrimitiveType( D3Dll_PRIMITIVE_TOPOLOGY_12_CONTROL_
POINT_PATCHLIST );
Listing 9.2. Creating the index buffer.
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