public Terrain(int level, Device device, Bitmap heightMap, Texture mask, Texture layer1, Texture layer2, Texture layer3) : base(level, GenerateVertexes(device, heightMap), GenerateIndexes(device, heightMap), Terrain.minPosition, Terrain.maxPosition, Matrix.Identity, new Texture[] { layer1 }, new Texture[] { layer2 }, new Texture[] { layer3 }, null) { this.heightMap = BitmapOperation.BitmapToColorArray(heightMap); blocked = new List <Point>(); base.SetIsEveryWhere(true); CameraDriver.SetAttachedTerain(this); }