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Dynamic Vertex Buffers: Waves Demo

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ericrrichards22

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We'll wrap up the slate of examples from Chapter 6 of Frank Luna's Introduction to 3D Game Programming with Direct3D 11.0 by taking a look at updating a vertex buffer each frame, as opposed to the immutable vertex buffers we have been working with previously. We will be using the Hills Demo that we created previously as a starting point, and add a second grid mesh that will represent water. We will update this mesh each frame, to get the ripple effect shown below.

waves_thumb%25255B1%25255D.png?imgmax=800

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