Game Development Reference
In-Depth Information
// Increment index counter for next vertex
index = index + 3;
}
}
// Create DrawList for Grid
int DrawListEntriesX = (GridSizeX-1) * 2;
int TotalDrawListEntriesX = GridSizeZ * DrawListEntriesX;
int DrawListEntriesZ = (GridSizeZ-1) * 2;
int TotalDrawListEntriesZ = GridSizeX * DrawListEntriesZ;
int TotalDrawListEntries = TotalDrawListEntriesX + TotalDrawListEntriesZ;
Log.e("GRAVITYGRIDEX" , "TotalDrawListEntries = " + TotalDrawListEntries);
m_DrawOrder = new short[TotalDrawListEntries];
index = 0;
for (int z = 0; z < GridSizeZ; z++)
{
// Create Draw List for Horizontal Lines
for (int x = 0; x < (GridSizeX-1);x++)
{
if (index >= TotalDrawListEntries)
{
Log.e("GRAVITYGRIDEX" , "Array Out of Bounds ERRROR- Horizontal,
Index >= TotalDrawListEntries");
}
int CurrentVertexIndex = (z*GridSizeX) + x;
m_DrawOrder[index] = (short)CurrentVertexIndex;
m_DrawOrder[index + 1]= (short)(CurrentVertexIndex + 1);
index = index + 2;
}
}
for (int z = 0; z < (GridSizeZ-1); z++)
{
// Create Draw List for Vertical Lines
for (int x = 0; x < (GridSizeX);x++)
{
if (index >= TotalDrawListEntries)
{
Log.e("GRAVITYGRIDEX" , "Array Out of Bounds ERRROR-Vertical, Index
>= TotalDrawListEntries");
}
int CurrentVertexIndex = (z*GridSizeX) + x;
int VertexIndexBelowCurrent = CurrentVertexIndex + GridSizeX;
m_DrawOrder[index] = (short)CurrentVertexIndex;
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