Example #1
0
        /// <summary>
        ///
        /// </summary>
        private void InitializeWater()
        {
            int   i = 0;
            short p = 0;

            short[] indices = new short[WATER_ROWS * WATER_COLS * 6];
            WaterVertexArray = new VertexPosTexNormalTanBitan[(WATER_ROWS + 1) * (WATER_COLS + 1)];
            //WaterVertexArray = new VertexPositionTexture[(WATER_ROWS + 1) * (WATER_COLS + 1)];
            WaterIndexBuffer = new IndexBuffer(Graphics.GraphicsDevice, typeof(short), WATER_ROWS * WATER_COLS * 6,
                                               ResourceUsage.WriteOnly, ResourceManagementMode.Automatic);

            for (int y = 0; y <= WATER_COLS; y++)
            {
                for (int x = 0; x <= WATER_ROWS; x++)
                {
                    WaterVertexArray[p] = new VertexPosTexNormalTanBitan(
                        new Vector3(((float)x / WATER_ROWS) * WATER_WIDTH, ((float)y / WATER_COLS) * WATER_HEIGHT, 0),
                        new Vector2(((float)x / WATER_ROWS), (float)(WATER_COLS - y) / WATER_COLS),
                        Vector3.UnitZ,
                        Vector3.UnitX,
                        Vector3.UnitY
                        );

                    if (y != WATER_COLS && x != WATER_ROWS)
                    {
                        indices[i++] = p;
                        indices[i++] = (short)(p + 1);
                        indices[i++] = (short)(p + WATER_COLS + 1);

                        indices[i++] = (short)(p + WATER_COLS + 1);
                        indices[i++] = (short)(p + WATER_COLS + 2);
                        indices[i++] = (short)(p + 1);
                    }

                    p++;
                }
            }

            WaterVertexBuffer = new VertexBuffer(Graphics.GraphicsDevice, typeof(VertexPosTexNormalTanBitan),
                                                 WATER_ROWS * WATER_COLS * 6, ResourceUsage.WriteOnly, ResourceManagementMode.Automatic);
            WaterVertexBuffer.SetData <VertexPosTexNormalTanBitan>(WaterVertexArray);

            WaterIndexBuffer.SetData <short>(indices);
        }
        /// <summary>
        /// 
        /// </summary>
        private void InitializeWater()
        {
            int i = 0;
            short p = 0;
            short[] indices = new short[WATER_ROWS * WATER_COLS * 6];
            WaterVertexArray = new VertexPosTexNormalTanBitan[(WATER_ROWS + 1) * (WATER_COLS + 1)];
            //WaterVertexArray = new VertexPositionTexture[(WATER_ROWS + 1) * (WATER_COLS + 1)];
            WaterIndexBuffer = new IndexBuffer(Graphics.GraphicsDevice, typeof(short), WATER_ROWS * WATER_COLS * 6,
                ResourceUsage.WriteOnly, ResourceManagementMode.Automatic);

            for (int y = 0; y <= WATER_COLS; y++)
            {
                for (int x = 0; x <= WATER_ROWS; x++)
                {
                    WaterVertexArray[p] = new VertexPosTexNormalTanBitan(
                        new Vector3(((float)x / WATER_ROWS) * WATER_WIDTH, ((float)y / WATER_COLS) * WATER_HEIGHT, 0),
                        new Vector2(((float)x / WATER_ROWS), (float)(WATER_COLS - y) / WATER_COLS),
                        Vector3.UnitZ,
                        Vector3.UnitX,
                        Vector3.UnitY
                        );

                    if (y != WATER_COLS && x != WATER_ROWS)
                    {
                        indices[i++] = p;
                        indices[i++] = (short)(p + 1);
                        indices[i++] = (short)(p + WATER_COLS + 1);

                        indices[i++] = (short)(p + WATER_COLS + 1);
                        indices[i++] = (short)(p + WATER_COLS + 2);
                        indices[i++] = (short)(p + 1);
                    }

                    p++;
                }
            }

            WaterVertexBuffer = new VertexBuffer(Graphics.GraphicsDevice, typeof(VertexPosTexNormalTanBitan),
                WATER_ROWS * WATER_COLS * 6, ResourceUsage.WriteOnly, ResourceManagementMode.Automatic);
            WaterVertexBuffer.SetData<VertexPosTexNormalTanBitan>(WaterVertexArray);

            WaterIndexBuffer.SetData<short>(indices);
        }