示例#1
0
        public CountryInfo(Continent continent, string administrativeName, IGeometry geomentryData,
                           Uri smallFlag, Uri largeFlag,
                           bool longitudeWrap, int zIndex, double toleranceLow, double toleranceHi)
        {
            Continent          = continent;
            AdministrativeName = administrativeName;

            if (geomentryData is Polygon)
            {
                var delta = ((Polygon)geomentryData).GetArea().Value;
                GeomentryData = new List <GeoPolygon> {
                    ConvertPolygon((Polygon)geomentryData, false, longitudeWrap)
                };
            }
            else if (geomentryData is MultiPolygon)
            {
                var polygons = ((MultiPolygon)geomentryData).Geometries
                               .Cast <Polygon>()
                               .Where(p => p.GetArea().Value > 0)
                               .Select(p => new { Polygon = p, Area = p.GetArea().Value, Bounds = p.GetBounds() })
                               .ToList();

                var countryBounds = geomentryData.GetBounds();
                var area          = polygons.MaxBy(a => a.Area);
                var dist          = Math.Sqrt(
                    Math.Pow(countryBounds.MaxLon - countryBounds.MinLon - area.Bounds.MaxLon + area.Bounds.MinLon, 2) +
                    Math.Pow(countryBounds.MaxLat - countryBounds.MinLat - area.Bounds.MaxLat + area.Bounds.MinLat, 2)
                    );

                var total = polygons.Sum(a => a.Area);

                GeomentryData = polygons
                                .Select(p => ConvertPolygon(p.Polygon, p.Area / total < (toleranceLow + toleranceHi * GetDistance(area.Bounds, p.Bounds) / dist), longitudeWrap))
                                .ToList();
            }
            else
            {
                GeomentryData = new List <GeoPolygon>();
            }

            var bounds = GeomentryData.Where(p => !p.Ignored);

            Bounds = new GeoBounds(
                bounds.Min(p => p.Bounds.Left),
                bounds.Min(p => p.Bounds.Top),
                bounds.Max(p => p.Bounds.Right),
                bounds.Max(p => p.Bounds.Bottom));

            SmallFlag = smallFlag;
            LargeFlag = largeFlag;

            Borders = new List <IBorderInfo>();

            ZIndex = zIndex;

            IsSmall = GeomentryData.Max(g => g.Area) < SmallCountryAreaThreshold;
        }
示例#2
0
        protected override void unloadUnmanagedResources()
        {
            colorBuffer.Dispose();
            blurredRt1.Dispose();
            nrmDepthBuffer.Dispose();
            edgeResultBuffer.Dispose();

            indexBuffer.Dispose();
            quad.Dispose();
            smallQuad.Dispose();

            quadOp      = null;
            smallQuadOp = null;

            quad        = null;
            smallQuad   = null;
            indexBuffer = null;

            colorBuffer = null;
            blurredRt1  = null;
            //colorTarget = null;
            //bloom = null;
        }
示例#3
0
        /// <summary>
        ///  This implements the method in resource, to load the mesh data(vertex buffer, index buffer)
        ///  of this terrain tile.
        /// </summary>
        protected override void load()
        {
            // 读取地形数据
            // This line will load the terrain data in this tile.
            float[] data = TerrainData.Instance.GetData(tileX, tileY, terrEdgeSize);

            float radtc = MathEx.Degree2Radian(tileCol);
            float radtl = MathEx.Degree2Radian(tileLat);

            float radSpan = MathEx.Degree2Radian(10);

            int vertexCount = terrEdgeSize * terrEdgeSize;
            int terrEdgeLen = terrEdgeSize - 1;

            if (terrEdgeSize == 33)
                material.SetEffect(EffectManager.Instance.GetModelEffect(TerrainEffect33Factory.Name));
            else
                material.SetEffect(EffectManager.Instance.GetModelEffect(TerrainEffect17Factory.Name));

            #region 顶点数据

            vtxDecl = factory.CreateVertexDeclaration(TerrainVertex.Elements);

            vtxBuffer = factory.CreateVertexBuffer(vertexCount, vtxDecl, BufferUsage.WriteOnly);

            TerrainVertex[] vtxArray = new TerrainVertex[vertexCount];


            float cellAngle = radSpan / (float)terrEdgeLen;
            #region 计算顶点坐标
            // Caluclate the position of each vertex

            // i为纬度方向
            // i is in the latitude direction
            for (int i = 0; i < terrEdgeSize; i++)
            {
                // j为经度方向
                // j is in the longitude direction
                for (int j = 0; j < terrEdgeSize; j++)
                {
                    Vector3 pos = PlanetEarth.GetPosition(radtc + j * cellAngle, radtl - i * cellAngle);

                    int index = i * terrEdgeSize + j;

                    // 计算海拔高度
                    // calculate the elevation
                    float height = (data[index] - TerrainMeshManager.PostZeroLevel) * TerrainMeshManager.PostHeightScale;

                    //if (height > 0)
                    //{
                    //    height = (height - 0) * TerrainMeshManager.PostHeightScale;
                    //}
                    //else
                    //{
                    //    height *= TerrainMeshManager.PostHeightScale;
                    //    height -= 10;
                    //    //if (height < -30)
                    //    //    height = -30;
                    //}

                    Vector3 normal = pos;
                    normal.Normalize();
                    vtxArray[index].Position = pos + normal * height;

                    // this index is used to generate detailed texture coordinate in vertex shader
                    vtxArray[index].Index = index;


                    // map the texture coordinate for global texturing
                    float curCol = radtc + j * cellAngle;
                    float curLat = radSpan + radtl - i * cellAngle;

                    curCol += MathEx.PIf;
                    curLat -= MathEx.Degree2Radian(10);

                    vtxArray[index].u = 0.5f * curCol / MathEx.PIf;
                    vtxArray[index].v = (-curLat + MathEx.PiOver2) / MathEx.PIf;
                }
            }
            #endregion

            #endregion

            #region 索引数据
            SharedIndexData sindexData = TerrainMeshManager.Instance.GetIndexData(terrEdgeSize);
            indexBuffer = sindexData.Index;
            #endregion

            #region 构造GeomentryData
            defGeometryData = new GeomentryData();
            defGeometryData.VertexDeclaration = vtxDecl;

            defGeometryData.VertexSize = TerrainVertex.Size;
            defGeometryData.VertexBuffer = vtxBuffer;
            defGeometryData.IndexBuffer = indexBuffer;
            defGeometryData.PrimCount = indexBuffer.IndexCount / 3;
            defGeometryData.VertexCount = terrEdgeSize * terrEdgeSize;

            defGeometryData.PrimitiveType = RenderPrimitiveType.TriangleList;

            defGeometryData.BaseVertex = 0;

            #endregion

            vtxBuffer.SetData<TerrainVertex>(vtxArray);
        }
示例#4
0
        protected override void unloadUnmanagedResources()
        {
            colorBuffer.Dispose();
            blurredRt1.Dispose();
            nrmDepthBuffer.Dispose();
            edgeResultBuffer.Dispose();

            indexBuffer.Dispose();
            quad.Dispose();
            smallQuad.Dispose();

            quadOp = null;
            smallQuadOp = null;

            quad = null;
            smallQuad = null;
            indexBuffer = null;

            colorBuffer = null;
            blurredRt1 = null;
            //colorTarget = null;
            //bloom = null;
        }
示例#5
0
        protected unsafe override void loadUnmanagedResources()
        {
            Viewport vp = renderSys.Viewport;

            Size blmSize = new Size(vp.Width / 2, vp.Height / 2);
            Size scrnSize = new Size(vp.Width, vp.Height);

            blurredRt1 = factory.CreateRenderTarget(blmSize.Width, blmSize.Height, ImagePixelFormat.A8R8G8B8);
            blurredRt2 = factory.CreateRenderTarget(blmSize.Width, blmSize.Height, ImagePixelFormat.A8R8G8B8);
            colorBuffer = factory.CreateRenderTarget(scrnSize.Width, scrnSize.Height, ImagePixelFormat.A8R8G8B8);
            nrmDepthBuffer = factory.CreateRenderTarget(scrnSize.Width, scrnSize.Height, ImagePixelFormat.A8R8G8B8);
            edgeResultBuffer = factory.CreateRenderTarget(scrnSize.Width, scrnSize.Height, ImagePixelFormat.A8R8G8B8);

            #region 计算参数

            guassFilter = new GuassBlurFilter(SampleCount, BlurAmount, blmSize.Width, blmSize.Height);
            #endregion


            #region 建立屏幕quad
            quad = factory.CreateVertexBuffer(4, vtxDecl, BufferUsage.Static);

            float adj = -0.5f;

            RectVertex* vdst = (RectVertex*)quad.Lock(0, 0, LockMode.None);
            vdst[0].Position = new Vector4(adj, adj, 0, 1);
            vdst[0].TexCoord = new Vector2(0, 0);
            vdst[1].Position = new Vector4(scrnSize.Width + adj, adj, 0, 1);
            vdst[1].TexCoord = new Vector2(1, 0);
            vdst[2].Position = new Vector4(adj, scrnSize.Height + adj, 0, 1);
            vdst[2].TexCoord = new Vector2(0, 1);
            vdst[3].Position = new Vector4(scrnSize.Width + adj, scrnSize.Height + adj, 0, 1);
            vdst[3].TexCoord = new Vector2(1, 1);
            quad.Unlock();
            #endregion

            #region 建立小quad

            smallQuad = factory.CreateVertexBuffer(4, vtxDecl, BufferUsage.Static);
            vdst = (RectVertex*)smallQuad.Lock(0, 0, LockMode.None);
            vdst[0].Position = new Vector4(adj, adj, 0, 1);
            vdst[0].TexCoord = new Vector2(0, 0);
            vdst[1].Position = new Vector4(blmSize.Width + adj, adj, 0, 1);
            vdst[1].TexCoord = new Vector2(1, 0);
            vdst[2].Position = new Vector4(adj, blmSize.Height + adj, 0, 1);
            vdst[2].TexCoord = new Vector2(0, 1);
            vdst[3].Position = new Vector4(blmSize.Width + adj, blmSize.Height + adj, 0, 1);
            vdst[3].TexCoord = new Vector2(1, 1);
            smallQuad.Unlock();

            #endregion

            indexBuffer = factory.CreateIndexBuffer(IndexBufferType.Bit32, 6, BufferUsage.Static);
            int* idst = (int*)indexBuffer.Lock(0, 0, LockMode.None);

            idst[0] = 3;
            idst[1] = 1;
            idst[2] = 0;
            idst[3] = 2;
            idst[4] = 3;
            idst[5] = 0;
            indexBuffer.Unlock();

            quadOp = new GeomentryData();
            quadOp.BaseIndexStart = 0;
            quadOp.BaseVertex = 0;
            quadOp.IndexBuffer = indexBuffer;
            quadOp.PrimCount = 2;
            quadOp.PrimitiveType = RenderPrimitiveType.TriangleList;
            quadOp.VertexBuffer = quad;
            quadOp.VertexCount = 4;
            quadOp.VertexDeclaration = vtxDecl;
            quadOp.VertexSize = RectVertex.Size;

            smallQuadOp = new GeomentryData();
            smallQuadOp.BaseIndexStart = 0;
            smallQuadOp.BaseVertex = 0;
            smallQuadOp.IndexBuffer = indexBuffer;
            smallQuadOp.PrimCount = 2;
            smallQuadOp.PrimitiveType = RenderPrimitiveType.TriangleList;
            smallQuadOp.VertexBuffer = smallQuad;
            smallQuadOp.VertexCount = 4;
            smallQuadOp.VertexDeclaration = vtxDecl;
            smallQuadOp.VertexSize = RectVertex.Size;
        }
示例#6
0
        public OceanWaterData(RenderSystem rs, int size, float lat)
        {
            this.Size = size;

            geoData = new GeomentryData();

            ObjectFactory fac = rs.ObjectFactory;

            vtxDecl = fac.CreateVertexDeclaration(WaterVertex.Elements);

            int len         = size - 1;
            int vertexCount = size * size;

            vertexBuffer = fac.CreateVertexBuffer(vertexCount, vtxDecl, BufferUsage.Static);

            float rad10 = PlanetEarth.DefaultTileSpan;
            float radtl = MathEx.Degree2Radian(lat);

            #region 顶点数据
            WaterVertex[] vtxArray = new WaterVertex[vertexCount];

            float cellAngle = rad10 / (float)len;

            float invSize = 1 / (float)size;
            // i为经度方向
            for (int i = 0; i < size; i++)
            {
                // j为纬度方向
                for (int j = 0; j < size; j++)
                {
                    Vector3 pos = PlanetEarth.GetPosition(j * cellAngle, radtl - i * cellAngle);
                    pos.Normalize();
                    pos *= PlanetEarth.PlanetRadius;

                    int index = i * size + j;

                    vtxArray[index].Position    = pos;
                    vtxArray[index].NormalCoord = new Vector2(i * invSize, j * invSize); // = index;
                }
            }
            vertexBuffer.SetData <WaterVertex>(vtxArray);
            #endregion

            #region 索引数据
            int indexCount = MathEx.Sqr(len) * 2 * 3;

            int[] indexArray = new int[indexCount];
            indexBuffer = fac.CreateIndexBuffer(IndexBufferType.Bit32, indexCount, BufferUsage.WriteOnly);

            for (int i = 0, index = 0; i < len; i++)
            {
                for (int j = 0; j < len; j++)
                {
                    int x = i;
                    int y = j;

                    indexArray[index++] = y * size + x;
                    indexArray[index++] = y * size + (x + 1);
                    indexArray[index++] = (y + 1) * size + (x + 1);

                    indexArray[index++] = y * size + x;
                    indexArray[index++] = (y + 1) * size + (x + 1);
                    indexArray[index++] = (y + 1) * size + x;
                }
            }
            indexBuffer.SetData <int>(indexArray);
            #endregion

            #region 构造GeomentryData
            geoData = new GeomentryData();
            geoData.VertexDeclaration = vtxDecl;

            geoData.VertexSize   = WaterVertex.Size;
            geoData.VertexBuffer = vertexBuffer;
            geoData.IndexBuffer  = indexBuffer;
            geoData.PrimCount    = MathEx.Sqr(len) * 2;
            geoData.VertexCount  = MathEx.Sqr(size);

            geoData.PrimitiveType = RenderPrimitiveType.TriangleList;

            geoData.BaseVertex = 0;

            #endregion
        }
示例#7
0
        protected unsafe override void loadUnmanagedResources()
        {
            Viewport vp = renderSys.Viewport;

            Size blmSize  = new Size(vp.Width / 2, vp.Height / 2);
            Size scrnSize = new Size(vp.Width, vp.Height);

            blurredRt1       = factory.CreateRenderTarget(blmSize.Width, blmSize.Height, ImagePixelFormat.A8R8G8B8);
            blurredRt2       = factory.CreateRenderTarget(blmSize.Width, blmSize.Height, ImagePixelFormat.A8R8G8B8);
            colorBuffer      = factory.CreateRenderTarget(scrnSize.Width, scrnSize.Height, ImagePixelFormat.A8R8G8B8);
            nrmDepthBuffer   = factory.CreateRenderTarget(scrnSize.Width, scrnSize.Height, ImagePixelFormat.A8R8G8B8);
            edgeResultBuffer = factory.CreateRenderTarget(scrnSize.Width, scrnSize.Height, ImagePixelFormat.A8R8G8B8);

            #region 计算参数

            guassFilter = new GuassBlurFilter(SampleCount, BlurAmount, blmSize.Width, blmSize.Height);
            #endregion


            #region 建立屏幕quad
            quad = factory.CreateVertexBuffer(4, vtxDecl, BufferUsage.Static);

            float adj = -0.5f;

            RectVertex *vdst = (RectVertex *)quad.Lock(0, 0, LockMode.None);
            vdst[0].Position = new Vector4(adj, adj, 0, 1);
            vdst[0].TexCoord = new Vector2(0, 0);
            vdst[1].Position = new Vector4(scrnSize.Width + adj, adj, 0, 1);
            vdst[1].TexCoord = new Vector2(1, 0);
            vdst[2].Position = new Vector4(adj, scrnSize.Height + adj, 0, 1);
            vdst[2].TexCoord = new Vector2(0, 1);
            vdst[3].Position = new Vector4(scrnSize.Width + adj, scrnSize.Height + adj, 0, 1);
            vdst[3].TexCoord = new Vector2(1, 1);
            quad.Unlock();
            #endregion

            #region 建立小quad

            smallQuad        = factory.CreateVertexBuffer(4, vtxDecl, BufferUsage.Static);
            vdst             = (RectVertex *)smallQuad.Lock(0, 0, LockMode.None);
            vdst[0].Position = new Vector4(adj, adj, 0, 1);
            vdst[0].TexCoord = new Vector2(0, 0);
            vdst[1].Position = new Vector4(blmSize.Width + adj, adj, 0, 1);
            vdst[1].TexCoord = new Vector2(1, 0);
            vdst[2].Position = new Vector4(adj, blmSize.Height + adj, 0, 1);
            vdst[2].TexCoord = new Vector2(0, 1);
            vdst[3].Position = new Vector4(blmSize.Width + adj, blmSize.Height + adj, 0, 1);
            vdst[3].TexCoord = new Vector2(1, 1);
            smallQuad.Unlock();

            #endregion

            indexBuffer = factory.CreateIndexBuffer(IndexBufferType.Bit32, 6, BufferUsage.Static);
            int *idst = (int *)indexBuffer.Lock(0, 0, LockMode.None);

            idst[0] = 3;
            idst[1] = 1;
            idst[2] = 0;
            idst[3] = 2;
            idst[4] = 3;
            idst[5] = 0;
            indexBuffer.Unlock();

            quadOp = new GeomentryData();
            quadOp.BaseIndexStart    = 0;
            quadOp.BaseVertex        = 0;
            quadOp.IndexBuffer       = indexBuffer;
            quadOp.PrimCount         = 2;
            quadOp.PrimitiveType     = RenderPrimitiveType.TriangleList;
            quadOp.VertexBuffer      = quad;
            quadOp.VertexCount       = 4;
            quadOp.VertexDeclaration = vtxDecl;
            quadOp.VertexSize        = RectVertex.Size;

            smallQuadOp = new GeomentryData();
            smallQuadOp.BaseIndexStart    = 0;
            smallQuadOp.BaseVertex        = 0;
            smallQuadOp.IndexBuffer       = indexBuffer;
            smallQuadOp.PrimCount         = 2;
            smallQuadOp.PrimitiveType     = RenderPrimitiveType.TriangleList;
            smallQuadOp.VertexBuffer      = smallQuad;
            smallQuadOp.VertexCount       = 4;
            smallQuadOp.VertexDeclaration = vtxDecl;
            smallQuadOp.VertexSize        = RectVertex.Size;
        }
示例#8
0
        /// <summary>
        ///  This implements the method in resource, to load the mesh data(vertex buffer, index buffer)
        ///  of this terrain tile.
        /// </summary>
        protected override void load()
        {
            // 读取地形数据
            // This line will load the terrain data in this tile.
            float[] data = TerrainData.Instance.GetData(tileX, tileY, terrEdgeSize);

            float radtc = MathEx.Degree2Radian(tileCol);
            float radtl = MathEx.Degree2Radian(tileLat);

            float radSpan = MathEx.Degree2Radian(10);

            int vertexCount = terrEdgeSize * terrEdgeSize;
            int terrEdgeLen = terrEdgeSize - 1;

            if (terrEdgeSize == 33)
            {
                material.SetEffect(EffectManager.Instance.GetModelEffect(TerrainEffect33Factory.Name));
            }
            else
            {
                material.SetEffect(EffectManager.Instance.GetModelEffect(TerrainEffect17Factory.Name));
            }

            #region 顶点数据

            vtxDecl = factory.CreateVertexDeclaration(TerrainVertex.Elements);

            vtxBuffer = factory.CreateVertexBuffer(vertexCount, vtxDecl, BufferUsage.WriteOnly);

            TerrainVertex[] vtxArray = new TerrainVertex[vertexCount];


            float cellAngle = radSpan / (float)terrEdgeLen;
            #region 计算顶点坐标
            // Caluclate the position of each vertex

            // i为纬度方向
            // i is in the latitude direction
            for (int i = 0; i < terrEdgeSize; i++)
            {
                // j为经度方向
                // j is in the longitude direction
                for (int j = 0; j < terrEdgeSize; j++)
                {
                    Vector3 pos = PlanetEarth.GetPosition(radtc + j * cellAngle, radtl - i * cellAngle);

                    int index = i * terrEdgeSize + j;

                    // 计算海拔高度
                    // calculate the elevation
                    float height = (data[index] - TerrainMeshManager.PostZeroLevel) * TerrainMeshManager.PostHeightScale;

                    //if (height > 0)
                    //{
                    //    height = (height - 0) * TerrainMeshManager.PostHeightScale;
                    //}
                    //else
                    //{
                    //    height *= TerrainMeshManager.PostHeightScale;
                    //    height -= 10;
                    //    //if (height < -30)
                    //    //    height = -30;
                    //}

                    Vector3 normal = pos;
                    normal.Normalize();
                    vtxArray[index].Position = pos + normal * height;

                    // this index is used to generate detailed texture coordinate in vertex shader
                    vtxArray[index].Index = index;


                    // map the texture coordinate for global texturing
                    float curCol = radtc + j * cellAngle;
                    float curLat = radSpan + radtl - i * cellAngle;

                    curCol += MathEx.PIf;
                    curLat -= MathEx.Degree2Radian(10);

                    vtxArray[index].u = 0.5f * curCol / MathEx.PIf;
                    vtxArray[index].v = (-curLat + MathEx.PiOver2) / MathEx.PIf;
                }
            }
            #endregion

            #endregion

            #region 索引数据
            SharedIndexData sindexData = TerrainMeshManager.Instance.GetIndexData(terrEdgeSize);
            indexBuffer = sindexData.Index;
            #endregion

            #region 构造GeomentryData
            defGeometryData = new GeomentryData();
            defGeometryData.VertexDeclaration = vtxDecl;

            defGeometryData.VertexSize   = TerrainVertex.Size;
            defGeometryData.VertexBuffer = vtxBuffer;
            defGeometryData.IndexBuffer  = indexBuffer;
            defGeometryData.PrimCount    = indexBuffer.IndexCount / 3;
            defGeometryData.VertexCount  = terrEdgeSize * terrEdgeSize;

            defGeometryData.PrimitiveType = RenderPrimitiveType.TriangleList;

            defGeometryData.BaseVertex = 0;

            #endregion

            vtxBuffer.SetData <TerrainVertex>(vtxArray);
        }
示例#9
0
        public OceanWaterData(RenderSystem rs, int size, float lat)
        {
            this.Size = size;

            geoData = new GeomentryData();

            ObjectFactory fac = rs.ObjectFactory;

            vtxDecl = fac.CreateVertexDeclaration(WaterVertex.Elements);

            int len = size - 1;
            int vertexCount = size * size;

            vertexBuffer = fac.CreateVertexBuffer(vertexCount, vtxDecl, BufferUsage.Static);

            float rad10 = PlanetEarth.DefaultTileSpan;
            float radtl = MathEx.Degree2Radian(lat);

            #region 顶点数据
            WaterVertex[] vtxArray = new WaterVertex[vertexCount];

            float cellAngle = rad10 / (float)len;

            float invSize = 1 / (float)size;
            // i为经度方向
            for (int i = 0; i < size; i++)
            {
                // j为纬度方向
                for (int j = 0; j < size; j++)
                {
                    Vector3 pos = PlanetEarth.GetPosition(j * cellAngle, radtl - i * cellAngle);
                    pos.Normalize();
                    pos *= PlanetEarth.PlanetRadius;

                    int index = i * size + j;

                    vtxArray[index].Position = pos;
                    vtxArray[index].NormalCoord = new Vector2(i * invSize, j * invSize); // = index;
                }
            }
            vertexBuffer.SetData<WaterVertex>(vtxArray);
            #endregion

            #region 索引数据
            int indexCount = MathEx.Sqr(len) * 2 * 3;

            int[] indexArray = new int[indexCount];
            indexBuffer = fac.CreateIndexBuffer(IndexBufferType.Bit32, indexCount, BufferUsage.WriteOnly);

            for (int i = 0, index = 0; i < len; i++)
            {
                for (int j = 0; j < len; j++)
                {
                    int x = i;
                    int y = j;

                    indexArray[index++] = y * size + x;
                    indexArray[index++] = y * size + (x + 1);
                    indexArray[index++] = (y + 1) * size + (x + 1);

                    indexArray[index++] = y * size + x;
                    indexArray[index++] = (y + 1) * size + (x + 1);
                    indexArray[index++] = (y + 1) * size + x;
                }
            }
            indexBuffer.SetData<int>(indexArray);
            #endregion

            #region 构造GeomentryData
            geoData = new GeomentryData();
            geoData.VertexDeclaration = vtxDecl;

            geoData.VertexSize = WaterVertex.Size;
            geoData.VertexBuffer = vertexBuffer;
            geoData.IndexBuffer = indexBuffer;
            geoData.PrimCount = MathEx.Sqr(len) * 2;
            geoData.VertexCount = MathEx.Sqr(size);

            geoData.PrimitiveType = RenderPrimitiveType.TriangleList;

            geoData.BaseVertex = 0;

            #endregion
        }