Graphics Reference
In-Depth Information
+ 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.
Search WWH ::
Custom Search