Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


IndexBuffer Blues

This topic is 5453 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I am trying to write a simple terrain engine (which is turning out to be not so simple). I've got most of the code down (C#/DX9), but when it comes to drawing the result on the screen, it fails when I try to set the device's indexbuffer. Here is my source code:
//1) Clear the back buffer

device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, clClear, 1.0F, 0);

//2) indicate that we are ready to being drawing to the back buffer


//3) draw scene -- actual rendering goes here

if(bmpHeightMap != target.bmpHeightMap)
{//if a new heightmap has been loaded on the main form, load it here too

	bmpHeightMap = target.bmpHeightMap;
	//create a vertex/index buffer

	int nBmpWidth = bmpHeightMap.Width;
	int nBmpHeight = bmpHeightMap.Height;
	int nTop = (nBmpHeight / -2) * 20;
	int nLeft = (nBmpWidth / -2) * 20;
	Color clPixel = Color.Black;
	CustomVertex.PositionColored[] vertices =
			new CustomVertex.PositionColored[nBmpWidth * nBmpHeight];
	int[] nIndices = new int[(6 * (nBmpWidth - 1) * (nBmpHeight - 1))];
	for(int i = 0; i < nBmpWidth; i++)
	{//create the vertices for the vertex buffer

		for(int j = 0; j < nBmpHeight; j++)
			clPixel = bmpHeightMap.GetPixel(i,j);
			vertices[nCount++] = new CustomVertex.PositionColored(
								nLeft + (i * 20),
								nTop + (j * 20),
								clPixel.R * 5, Color.Green.ToArgb());

	nCount = 0;
	for(int i = 0; i < nBmpHeight * nBmpWidth; i += nBmpWidth)
	{//create the indices for the index buffer

		if(i != (nBmpWidth * (nBmpHeight - 1)))
			for(int j = 0; j < nBmpWidth - 1; j++)
				nIndices[nCount++] = i + j;					//A1

				nIndices[nCount++] = i + j + 1;				//A2

				nIndices[nCount++] = i + j + nBmpWidth;		//B1

				nIndices[nCount++] = i + j + 1;				//A2

				nIndices[nCount++] = i + j + nBmpWidth + 1;	//B2

				nIndices[nCount++] = i + j + nBmpWidth;		//B1

	ibTerrain = new IndexBuffer(typeof(int), (int)nCount, device, 0, Pool.Default);
	vbTerrain = new VertexBuffer(typeof(CustomVertex.PositionColored), vertices.Length,
									device, 0, CustomVertex.PositionColored.Format,
	//write values for index buffer

	GraphicsStream stmIB = ibTerrain.Lock(0,0,0);
//						ibTerrain.SetData(nIndices, 0, 0);

	//write values for vertex buffer

	GraphicsStream stmVB = vbTerrain.Lock(0,0,0);
	//set camera to look at map from a distance

	clClear = Color.Black;
if(bmpHeightMap != null)
{//don't draw anything if a heightmap hasn't been loaded. otherwise, draw it!

	//draw the heightmap

	device.VertexFormat = CustomVertex.PositionColored.Format;
	device.SetStreamSource(0, vbTerrain, 0, VertexInformation.GetFormatSize(CustomVertex.PositionColored.Format));
	device.RenderState.FillMode = FillMode.Solid;
	device.Indices = ibTerrain;
	device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, (int)nCount, 0, (int)nCount / 6);
//4) indicate that we are done drawing to the back buffer


//5) Copy back buffer to the display

It doesn't throw an error until the "device.Indices = ibTerrain;". I looked at the SDK "fractal" example and the index buffer part is almost identical. What could possibly be wrong?? PS: Does anyone know why for the last few days GameDev.net's server is down more often than not? [edited by - langguy on August 12, 2003 5:06:35 PM]

Share this post

Link to post
Share on other sites
I''m not knowledgeable about the managed stuff just yet, but in your Lock call, you''re passing 0. Should you be passing the size of the buffer? Or will it take 0 as ''lock all of it''?

I like pie.

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!