Having Problems With C DirectX Terrain?
January 28, 2022Here are some easy ways to help you solve the C DirectX Terrain problem.
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Lesson 1. Grid and camera movement |
Lesson 2. Heightmaps |
Lesson 3: Lighting the area |
Lesson 4. Texturing the relief |
Lesson 5. Quad Trees |
Lesson 6. Movement Based on Pitch |
Lesson 7: Readability with color matching datatable=”0″> Earth | |
Lesson 8. Minimaps |
Lesson 9. Relief Merging |
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Lesson 11. Raster clouds
Lesson 12. Restless clouds |
Lesson 13. Displaying terrain details |
Lesson 14. Slanted Texturing |
Lesson 15. Mapping terrain features |
Lesson 16. Small Body Water |
Lesson 17 Terrain Texture Layers |
Lesson 18 Rendering a Large Relief |
Lesson 19 Foliage |
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I try if you need to render terrain with DirectX 20 and apply a heightmap to this tool.I load the heightmap, then copy it to an integer vector and for each vertex position I assign the value of the heightmap to the y position of the vertex, the terrain is also completely destroyed and also distorted. If I remove the y-axis calculations, I design a flat grid and there is no dilemma.
bool cGrid::readRawFile(std::string fileName, int m, n) int // Degree of elevation for each vertex std::vector in(m*n); std::ifstream inFile(fileName.c_str(), std::ios_base::binary); (! in file) provided that the return is false; inFile.read( (char*)&in[0], // buffer to size()); // number of bytes to read from buffer inFile.close(); // Duplicate the BYTE vector into an int vector m_heightmap.resize(n*m); (integer for i = 0; document < in.size(); i++) m_heightmap[i] matches in[i]; restore the truth;for (size_t i 0; = i
HRESULT cGrid::CreateGrid(float width, stream depth, UINT n, UINT m){ hours HRESULT; interval vertexCount = m*n; UINT faceCount is(m - 1)*(n - 1) 2 . 2; // Each quad is made up of two triangles positioned as half width = 0.5f*width; go half depth = 0.5 f*depth; // projects the mesh onto the xz plane arranged dx = width / (n - 1); go dz = depth / - (m 1); float du is 1.0f/(n - 1); // surface coordinates swimmer's dv u003d 1.0 lb / (m - 1); m_Mesh.m_Vertices.resize(vertex counter); // create arbitrary mesh vertices, including most normals and tangent, // Then you can create a specific cross product bitanget for regular days -_- when it comes to (UINT i = 0; i < m; ++i anyway). float z = half depth - i*dz; // Reset For Near Cell for (UINT r = 0; j < n; ++j) float x = -halfWidth + j*dx; float y = (float)m_heightmap[j + i*m]; m_Mesh.m_Vertices[i*n + j].Position = XMFLOAT3(x, y, z);// m_Mesh.m_Vertices[i*n + j].Normal corresponds to XMFLOAT3(0.0f, 1.0f, 0.0f);// m_Mesh.m_Vertices[i*n + j].TangentU = XMFLOAT3(1.0f, 0.0f, 0.0f); // Stretch the texture instead of the mesh. m_Mesh.m_Vertices[i*n + j].TextureCords.x = j*du; m_Mesh.m_Vertices[i*n + j].TextureCords.y means i*dv; m_Mesh.m_Indices.resize(faceCount 4 . 3); // 3 indexes for each page // Repeat each guess and quadruple index. UINTk is 0; intended for (UINT i = 0; i < n - 1; ++i) { for (UINT j implies 0; j < n 1 . 1 ; ++j) { m_Mesh.m_Indices[k] = i*n + j; m_Mesh.m_Indices[k + 1] = i*n + t + 1; m_Mesh.m_Indices[k+2] means (i+1)*n+j; m_Mesh.m_Indices[k + 3] = (i + 1)*n J; + Download this software and fix your PC in minutes. C Directx Terreno
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