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Dave A

Terrain in DX9

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Hi, Im havin a number of problems with my heightmap loading code in directx 9!the main problem is it draws extra faces and vertices at the far end and in other places.There are a number of other problems i am haqving as well including my texturing if anyone has any ideas please help?? bool CGfxEntityTerrain::Initialise(const char* terrainFilename) { int x=0;int z=0;int i=0; HRESULT hr=D3DXCreateTextureFromFileEx(gD3dDevice,terrainFilename,0,0,1,0,D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,D3DX_FILTER_NONE,D3DX_FILTER_NONE,0,NULL,NULL,&m_texture); if (FAILED(hr)) return FALSE; D3DLOCKED_RECT locked; hr= m_texture->LockRect(0,&locked,NULL,0); if (FAILED(hr)) return FALSE; BYTE *bytePointer=(BYTE*)locked.pBits; D3DSURFACE_DESC textureDesc; m_texture->GetLevelDesc(0,&textureDesc); int height=textureDesc.Height; int width=textureDesc.Width; //Retrieve Colour values //////////////////////// for (DWORD y=0;y<=height;y++) { for (DWORD x=0;x<=width;x++) { DWORD index=(x*4+(y*(locked.Pitch))); // Blue BYTE b=bytePointer[index]; // Green BYTE g=bytePointer[index+1]; // Red BYTE r=bytePointer[index+2]; // Alpha BYTE a=bytePointer[index+3]; } } m_texture->UnlockRect(0); //Create Vertex Buffer //////////////////////////// gD3dDevice->CreateVertexBuffer( ((textureDesc.Width+1)*(textureDesc.Height+1))*sizeof(CUSTOMVERTEX), D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &m_Terrainvb, NULL ); CUSTOMVERTEX* pTerrainVertices; m_Terrainvb->Lock( 0, 0, (void**)&pTerrainVertices, 0 ); int index=0; i=0; float Mag=0; for (x=0;x<=width;x++) for(z=0;z<=height;z++) { index=(z*4+(x*(locked.Pitch)));//index incrementing way 2 fast pTerrainVertices.p.x= (float)x; pTerrainVertices[i].p.y= ((float)bytePointer[index]/255.0f)*20.0f; pTerrainVertices[i].p.z= (float)z; Mag = sqrt((double)((pTerrainVertices[i].p.x * pTerrainVertices[i].p.x) + (pTerrainVertices[i].p.y * pTerrainVertices[i].p.y) + (pTerrainVertices[i].p.z * pTerrainVertices[i].p.z))); pTerrainVertices[i].n.x= (float)pTerrainVertices[i].p.x/Mag; pTerrainVertices[i].n.y= (float)pTerrainVertices[i].p.y/Mag; pTerrainVertices[i].n.z= (float)pTerrainVertices[i].p.z/Mag; pTerrainVertices[i].u=(float)x/width; pTerrainVertices[i].v=(float)z/height; i++; } m_Terrainvb->Unlock(); //Create index Buffer ///////////////////// int numindices = ((height)*(width))*2; gD3dDevice->CreateIndexBuffer(2*numindices*3,D3DUSAGE_WRITEONLY,D3DFMT_INDEX16, D3DPOOL_MANAGED, &m_Terrainib, NULL); WORD *indices=NULL; m_Terrainib->Lock( 0, 0, (void**)&indices, 0); i=0; int j=0; for (x=0;xUnlock(); ///////////////////////////////////////////////////////// D3DXCreateTextureFromFile(gD3dDevice,"texture1.bmp",&terrainTexture); return TRUE; }; void CGfxEntityTerrain::Render() { gD3dDevice->SetMaterial( &m_material ); gD3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); gD3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); gD3dDevice->SetTexture(0,terrainTexture); gD3dDevice->SetStreamSource( 0, m_Terrainvb,0, sizeof(CUSTOMVERTEX) );//pVertices gD3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX ); gD3dDevice->SetIndices(m_Terrainib); gD3dDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME); gD3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,0,0,16641,0,32768); }

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Don''t have too much time to go through all your code, but from what I can see I can help you with your first problem.

When you are using triangle strips, you cannot simply stop a strip and start it again in another row. To solve this problem there are 2 things you can do, one is good, one is bad.

The bad (and easy) way, is to make one strip for every row. Then simply make n DrawIndexedPrimitive calls where n is the number of rows.

The good (and harder) way is to introduce degenerate triangles.

You can read about them here:


This should tell you all you need to know.

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