Skip to Main Content
XNA 3.0 Game Programming Recipes: A Problem-Solution Approach
book

XNA 3.0 Game Programming Recipes: A Problem-Solution Approach

by Riemer Grootjans
May 2009
Intermediate to advanced content levelIntermediate to advanced
671 pages
18h 34m
English
Apress
Content preview from XNA 3.0 Game Programming Recipes: A Problem-Solution Approach
CHAPTER 5 ■ GETTING THE MOST OUT OF VERTICES
441
The first line is required so your graphics card knows each vertex will be carry-
ing position, normal, and texture coordinate data. I’ve already discussed the next two
methods; they generate all the vertices and indices required to render the terrain. The
GenerateNormalsForTriangleStrip method was explained in recipe 5-7; it adds normal data
to your terrain vertices so your terrain can be lit correctly. The final method sends your data to
your graphics card:
private void CreateBuffers(VertexPositionNormalTexture[] vertices, int[] indices)
{
terrainVertexBuffer = new VertexBuffer(device,
VertexPositionNormalTexture.SizeInBytes * vertices.Length,
BufferUsage.WriteOnly);
terrainVertexBuffer.SetData(vertices); ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

XNA 4.0 Game Development by Example: Beginner's Guide

XNA 4.0 Game Development by Example: Beginner's Guide

Kurt Jaegers
Learning LibGDX Game Development - Second Edition

Learning LibGDX Game Development - Second Edition

Suryakumar Balakrishnan Nair, Andreas Oehlke

Publisher Resources

ISBN: 9781430218555Purchase Link