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Topic: The triangles are showing correctly



  
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   The triangles are showing correctly
 Poster : cloud_don
 Posts: 2
 Country : Philippines
 City: Manila

  
Posted by cloud_don on 07/03/2011 at 05:14:02
Hi! After reading the chapter, I copied the source to code from the last part to make sure it will run properly. Unfortunately, it's not showing the triangles correctly. May I know what's the problem?
 Poster : Anonymous
 Posts:
 Country :
 City:

  
Posted by Anonymous on 07/03/2011 at 05:14:57
Here's the codes:

using System;
using System.Drawing;
using System.Collections;
using System.ComponentModel;
using System.Windows.Forms;
using System.Data;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;


namespace _DGame
{
    public partial class DirectXForm : Form
    {
        private int WIDTH = 4;
        private int HEIGHT = 3;
        private Device device;
        private System.ComponentModel.Container components = null;
        private float angle = 0f;
        private CustomVertex.PositionColored[] vertices;
        private int[,] heightData;
        private int[] indices;
        private IndexBuffer ib;
        private VertexBuffer vb;


        public DirectXForm()
        {
            InitializeComponent();
            this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true);
        }

        public void InitializeDevice()
        {
            PresentParameters presentParams = new PresentParameters();
            presentParams.Windowed = true;
            presentParams.SwapEffect = SwapEffect.Discard;
            device = new Device(0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, presentParams);
            device.RenderState.FillMode = FillMode.WireFrame;
            device.RenderState.CullMode = Cull.None;
        }

        public void CameraPositioning()
        {
            device.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4, this.Width / this.Height, 1f, 50f);
            device.Transform.View = Matrix.LookAtLH(new Vector3(0, 0, 15), new Vector3(0, 0, 0), new Vector3(0, 1, 0));
            device.RenderState.Lighting = false;
            device.RenderState.CullMode = Cull.None;
        }

        public void VertexDeclaration()
        {
            vb = new VertexBuffer(typeof(CustomVertex.PositionColored), WIDTH * HEIGHT, device, Usage.Dynamic | Usage.WriteOnly, CustomVertex.PositionColored.Format, Pool.Default);
            vertices = new CustomVertex.PositionColored[WIDTH * HEIGHT];

            for (int x = 0; x < WIDTH; x++)
            {

                for (int y = 0; y < HEIGHT; y++)
                {
                    vertices[x + y * WIDTH].Position = new Vector3(x, y, heightData[x, y]);
                    vertices[x + y * WIDTH].Color = Color.White.ToArgb();
                }
            }

            vb.SetData(vertices, 0, LockFlags.None);

        }
        
        public void IndicesDeclaration()
        {
            ib = new IndexBuffer(typeof(int), (WIDTH - 1) * (HEIGHT - 1) * 6, device, Usage.WriteOnly, Pool.Default);
            indices = new int[(WIDTH - 1) * (HEIGHT - 1) * 6];

            for (int x = 0; x < WIDTH - 1; x++)
            {

                for (int y = 0; y < HEIGHT - 1; y++)
                {
                    indices[(x + y * (WIDTH - 1)) * 6] = (x + 1) + (y + 1) * WIDTH;
                    indices[(x + y * (WIDTH - 1)) * 6 + 1] = (x + 1) + y * WIDTH;
                    indices[(x + y * (WIDTH - 1)) * 6 + 2] = x + y * WIDTH;

                    indices[(x + y * (WIDTH - 1)) * 6 + 3] = (x + 1) + (y + 1) * WIDTH;
                    indices[(x + y * (WIDTH - 1)) * 6 + 4] = x + y * WIDTH;
                    indices[(x + y * (WIDTH - 1)) * 6 + 5] = x + (y + 1) * WIDTH;
                }
            }
            ib.SetData(indices, 0, LockFlags.None);
        }
        
        protected override void OnPaint(System.Windows.Forms.PaintEventArgs e)
        {
            device.Clear(ClearFlags.Target, Color.DarkSlateBlue, 1.0f, 0);

            device.BeginScene();
            device.VertexFormat = CustomVertex.PositionColored.Format;
            device.SetStreamSource(0, vb, 0);
            device.Indices = ib;

            device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, WIDTH * HEIGHT, 0, indices.Length / 3);
            device.EndScene();

            device.Present();

            this.Invalidate();
            angle += 0.05f;

        }
        
        public void LoadHeightData()
        {
            heightData = new int[4, 3];

            heightData[0, 0] = 0;
            heightData[1, 0] = 0;
            heightData[2, 0] = 0;
            heightData[3, 0] = 0;

            heightData[0, 1] = 1;
            heightData[1, 1] = 0;
            heightData[2, 1] = 2;
            heightData[3, 1] = 2;

            heightData[0, 2] = 2;
            heightData[1, 2] = 2;
            heightData[2, 2] = 4;
            heightData[3, 2] = 2;
        }

    }
}

namespace _DGame
{
    partial class DirectXForm
    {
        /// <summary>
        /// Required designer variable.
        /// </summary>
       // private System.ComponentModel.IContainer components = null;

        /// <summary>
        /// Clean up any resources being used.
        /// </summary>
        /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
        protected override void Dispose(bool disposing)
        {
            if (disposing && (components != null))
            {
                components.Dispose();
            }
            base.Dispose(disposing);
        }

        #region Windows Form Designer generated code

        /// <summary>
        /// Required method for Designer support - do not modify
        /// the contents of this method with the code editor.
        /// </summary>
        private void InitializeComponent()
        {  
            this.components = new System.ComponentModel.Container();
            this.Size = new System.Drawing.Size(500, 500);
            this.Text = "DirectX Tutorial";
        }

        #endregion
    }
}

  
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