heres the code i use to generate/draw terrain:
Code:
void Create_cVertex(cVertex *p_Vertex, float fX, float fY, float fZ, float fTU, float fTV)
{
p_Vertex->x = fX;
p_Vertex->y = fY;
p_Vertex->z = fZ;
p_Vertex->tu = fTU;
p_Vertex->tv = fTV;
p_Vertex->color = D3DCOLOR_XRGB(255, 255, 255);
}
#define TILES_X 64
#define TILES_Y 64
// Globals:
cVertex terrain[TILES_X * TILES_Y][4];
IDirect3DTexture9 *texture; //already loaded elsewhere
void GenerateTerrain()
{
memset(&terrain, 0, sizeof(terrain));
unsigned int x, y;
float SIZEX = 0.5f, SIZEY = 0.5f;
srand(timeGetTime());
for (x = 0; x < TILES_X; ++x)
{
for (y = 0; y < TILES_Y; ++y)
{
Create_cVertex(&terrain[y + (x * TILES_Y)][0], SIZEX * y, rand() % 2, SIZEY - SIZEX, 0, 0);
Create_cVertex(&terrain[y + (x * TILES_Y)][1], SIZEX * y, rand() % 2, SIZEY, 1, 0);
Create_cVertex(&terrain[y + (x * TILES_Y)][2], SIZEX * (y + 1), rand() % 2, SIZEY - SIZEX, 0, 1);
Create_cVertex(&terrain[y + (x * TILES_Y)][3], SIZEX * (y + 1), rand() % 2, SIZEY, 1, 1);
}
SIZEY += 0.5f;
}
}
void DrawTerrain()
{
unsigned int x, y;
for (x = 0; x < TILES_ROW; ++x)
{
for (y = 0; y < TILES_COLUMN; ++y)
{
g_Device->SetTexture(0, texture);
g_Device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, terrain[y + (x * TILES_Y)], sizeof(cVertex));
}
}
}
That works fine for flat terrains, but when i added (rand() % 2) to the y value of each vertex, i get really messed up tiles (image attached).
Also, ive been looking through a few sites, and ive noticed that this person did it differently, using only 3 vertices for each tile and his results seem fine, but its in OpenGL and he uses X and Z instead of X and Y.. Is his method better? and if so, how can i convert his code to work with DirectX.
Thanks in advance.