This is a dead simple case:
I have a grid based on number of tiles and spacing (size of one quad).
int vCounter = 0;
int iCounter = 0;
int indicesIndex = 0;
for (int x = 0; x < numSideTiles; x++)
for (int z = 0; z < numSideTiles; z++)
{
float xPos = x * spacing;
float zPos = z * spacing;
vertices[vCounter++] = new PositionNormalTextured() { Position = new Vector4(xPos, 0, zPos + spacing, 1.0f), Normal = normal, UV = new Vector2(1, 1) };
vertices[vCounter++] = new PositionNormalTextured() { Position = new Vector4(xPos + spacing, 0, zPos + spacing, 1.0f), Normal = normal, UV = new Vector2(0, 1) };
vertices[vCounter++] = new PositionNormalTextured() { Position = new Vector4(xPos, 0, zPos, 1.0f), Normal = normal, UV = new Vector2(1, 0) };
vertices[vCounter++] = new PositionNormalTextured() { Position = new Vector4(xPos + spacing, 0, zPos, 1.0f), Normal = normal, UV = new Vector2(0, 0) };
indices[iCounter++] = (ushort)(indicesIndex + 0);
indices[iCounter++] = (ushort)(indicesIndex + 1);
indices[iCounter++] = (ushort)(indicesIndex + 2);
indices[iCounter++] = (ushort)(indicesIndex + 1);
indices[iCounter++] = (ushort)(indicesIndex + 3);
indices[iCounter++] = (ushort)(indicesIndex + 2);
indicesIndex += 4;
}
DataStream vertexStream = new DataStream(36 * numVertices, true, true);
vertexStream.WriteRange(vertices);
DataStream indexStream = new DataStream(2 * numIndices, true, true);
indexStream.WriteRange(indices);
BufferDescription vertexBufferDesc = new BufferDescription()
{
BindFlags = BindFlags.VertexBuffer,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
SizeInBytes = 36 * numVertices,
Usage = ResourceUsage.Default
};
BufferDescription indexBufferDesc = new BufferDescription()
{
BindFlags = BindFlags.IndexBuffer,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
SizeInBytes = 2 * numIndices,
Usage = ResourceUsage.Default
};
vertexStream.Position = 0;
indexStream.Position = 0;
vertexBuffer = new SlimDX.Direct3D10.Buffer(device, vertexStream, vertexBufferDesc);
indexBuffer = new SlimDX.Direct3D10.Buffer(device, indexStream, indexBufferDesc);
device.Flush();
//More code between...
//Final drawing code
device.InputAssembler.SetInputLayout(InputElements.pntInputLayout);
device.InputAssembler.SetPrimitiveTopology(PrimitiveTopology.TriangleList);
device.InputAssembler.SetIndexBuffer(indexBuffer, SlimDX.DXGI.Format.R16_UInt, 0);
device.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, 36, 0));
effect.GetTechniqueByIndex(0).GetPassByIndex(0).Apply();
device.DrawIndexed(numIndices,0, 0);
The quads seems fine, but the texture is placed wrong on quads along left edge and on the last quad, on top left corner.
5x5 quad.
100x100 quad.
If spacing is two (quad size is two), then the texture will get stretched on Z-axis, even though the quad's vertices are fine.
10x10 quad.
For one quad it works as it should.
Any help is appreciated.
Edited by kavaari, 07 June 2012 - 01:13 PM.






