コード例 #1
0
        public void Execute(TerrainGeometrySurface surface, TerrainNodeBounds bounds)
        {
            surface.Begin();
              surface.Clear();

              //device.VertexDeclaration = vertexPositionTexture;

              // disable depth buffer and alpha blending
              device.DepthStencilState = DepthStencilState.None;
              device.BlendState = BlendState.Opaque;

              generateTerrainEffect.Parameters["PermutationMap"].SetValue(permutationTexture);
              generateTerrainEffect.Parameters["GradientMap"].SetValue(gradientTexture);
              generateTerrainEffect.Parameters["PatchLeft"].SetValue((float)bounds.Left);
              generateTerrainEffect.Parameters["PatchTop"].SetValue((float)bounds.Top);
              generateTerrainEffect.Parameters["PatchWidth"].SetValue((float)bounds.Width);
              generateTerrainEffect.Parameters["PatchHeight"].SetValue((float)bounds.Height);
              generateTerrainEffect.Parameters["FaceMatrix"].SetValue(CubeFaces.GetFace(bounds.Face).FaceMatrix);

              for (int i = 0; i < generateTerrainEffect.CurrentTechnique.Passes.Count; i++)
              {
            EffectPass pass = generateTerrainEffect.CurrentTechnique.Passes[i];

            pass.Apply();
            device.DrawUserPrimitives(PrimitiveType.TriangleStrip, surface.Vertices, 0, 2);
              }

              surface.End();
        }
コード例 #2
0
        public void Execute(TerrainGeometrySurface surface, TerrainNodeBounds bounds)
        {
            surface.Begin();
              surface.Clear();

              // disable depth buffer and alpha blending
              device.DepthStencilState = DepthStencilState.None;
              device.BlendState = BlendState.Opaque;

              for (int i = 0; i < generateTerrainEffect.CurrentTechnique.Passes.Count; i++)
              {
            EffectPass pass = generateTerrainEffect.CurrentTechnique.Passes[i];

            pass.Apply();
            device.DrawUserPrimitives(PrimitiveType.TriangleStrip, surface.Vertices, 0, 2);
              }

              surface.End();
        }