CHAPTER 5 ■ GETTING THE MOST OUT OF VERTICES
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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); ...