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Terrain creation basics


At last, we've seen enough topics to start creating our terrain. Let’s start small, with 4x3 given points. However, we will make our engine dynamic, so next chapter we can load a much larger number of points. To do this, we have to define 2 constants at the top of our file:

 #define WIDTH    4
 #define HEIGHT    3

We will suppose the 4x3 points are equidistant. So the only thing we don't know about our points is the Z coordinate. We will use an array to hold this information, which we create and fill in the beginning of our FillVertices function:

 float flt_HeightData[WIDTH][HEIGHT];
 
 flt_HeightData[0][0]=0;
 flt_HeightData[1][0]=0;
 flt_HeightData[2][0]=0;
 flt_HeightData[3][0]=0;
 
 flt_HeightData[0][1]=1;
 flt_HeightData[1][1]=0;
 flt_HeightData[2][1]=2;
 flt_HeightData[3][1]=2;
 
 flt_HeightData[0][2]=2;
 flt_HeightData[1][2]=2;
 flt_HeightData[2][2]=4;
 flt_HeightData[3][2]=2;

Now we will position our camera on the positive side of the Z-axe. This way, vertices with a higher Z coordinate will be drawn closer to the camera. So find the line where you define the position of your camera and replace it with this one:

 D3DXVECTOR3 m_EyePos(0, 0, 15);

With our height array filled, we can now define our vertices. Since we have a 4x3 terrain, 12 (=WIDTH*HEIGHT) vertices will do. The points are equidistant, so we already know the x and y coordinates. As Z coordinates we will use 0 for now, so we can clearly see the difference later:


for (int x=0;x< WIDTH;x++)    {

        for (int y=0; y< HEIGHT;y++)        {
            cv_Vertices[y*WIDTH + x].x = -x;
            cv_Vertices[y*WIDTH + x].y = y;
            cv_Vertices[y*WIDTH + x].z = 0;
            cv_Vertices[y*WIDTH + x].color = 0xffffffff;
        }
    }

    if (FAILED(p_dx_Device->CreateVertexBuffer(WIDTH*HEIGHT*sizeof(OURCUSTOMVERTEX), 0, D3DFVF_XYZ|D3DFVF_DIFFUSE, D3DPOOL_DEFAULT, &p_dx_VertexBuffer, NULL)))
    {
        MessageBox(han_Window,"Error while creating VertexBuffer","FillVertices()",MB_OK);
    }

    VOID* p_Vertices;
    if (FAILED(p_dx_VertexBuffer->Lock(0, WIDTH*HEIGHT*sizeof(OURCUSTOMVERTEX), (void**)&p_Vertices, 0)))
    {
        MessageBox(han_Window,"Error trying to lock","FillVertices()",MB_OK);
    }else{
        memcpy(p_Vertices, cv_Vertices, WIDTH*HEIGHT*sizeof(OURCUSTOMVERTEX));
        p_dx_VertexBuffer->Unlock();
    }

Nothing magic going on here, you simply define your 12 points and make them white. Notice we use –x as the X coordinate, so our triangles will be displayed at the right side of our window (our viewpoint is the positive Z axe, up is the positive Y axe, so the positive X axe is pointing to left). Then you simply ask DirectX to create a VertexBuffer which can hold 12 vertices instead of 3.

Next comes a more difficult part: creating the needed triangles to connect the 12 vertices. Of course, this is again done using indexing. The best way to do this is by creating two sets of vertices:



We'll start by drawing the right-topped set of triangles. To do this, change your FillIndices method like this:

 short s_Indices[(WIDTH-1)*(HEIGHT-1)*3];
 

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

    for (int y=0; y< HEIGHT-1;y++)    {
        s_Indices[(x+y*(WIDTH-1))*3+2] = x+y*WIDTH;
        s_Indices[(x+y*(WIDTH-1))*3+1] = (x+1)+y*WIDTH;
        s_Indices[(x+y*(WIDTH-1))*3] = (x+1)+(y+1)*WIDTH;
    }
}

if (FAILED(p_dx_Device->CreateIndexBuffer((WIDTH-1)*(HEIGHT-1)*3*sizeof(short),D3DUSAGE_WRITEONLY,D3DFMT_INDEX16,D3DPOOL_MANAGED,&p_dx_IndexBuffer,NULL)))
{
    MessageBox(han_Window,"Error while creating IndexBuffer","FillIndices()",MB_OK);
}

VOID* p_Indices;
if (FAILED(p_dx_IndexBuffer->Lock(0, (WIDTH-1)*(HEIGHT-1)*3*sizeof(short), (void**)&p_Indices, 0)))
{
    MessageBox(han_Window,"Error trying to lock","FillIndices()",MB_OK);
}else{
    memcpy(p_Indices, s_Indices, (WIDTH-1)*(HEIGHT-1)*3*sizeof(short));
    p_dx_IndexBuffer->Unlock();
}

For every triangle, you first define the bottom left corner, then the bottom right corner, and then the top right corner. This way we have defined our triangle in a counterclockwise way, so DirectX will display it. Once again, you have to let DirectX know your IndexBuffer will contain 3 indices for every triangle, which gives a total of (WIDTH-1)*(HEIGHT-1)*3 triangles.

All that’s left to do is to specify how many triangles DirectX has to draw from how many indices and vertices. This is done in the DrawScene method. Fin the line that specifies all this and change it to this one:

 p_dx_Device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,WIDTH*HEIGHT,0,(WIDTH-1)*(HEIGHT-1));

Our VertexBuffer now contains WIDTH*HEIGHT vertices, and our IndexBuffer defines (WIDTH-1)*(HEIGHT-1) triangles. Try compiling and running this code now! You should see DirectX draws 6 triangles for you. You could imaging a while terrain of these triangles giving a nice result, however there would be 2 problems:

1) The left and upper edges of your terrain would be jagged
2) Suppose you would like to fill the triangles with a color. Since only half of each square is covered by a triangle, only half of your terrain would have this color!

So that’s why we need to define the extra series of triangles, indicated by the image above. We need no extra vertices, but we need to double our index buffer. So redefine your FillIndices method by this:

 short s_Indices[(WIDTH-1)*(HEIGHT-1)*6];
 

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

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

        s_Indices[(x+y*(WIDTH-1))*6+3] = (x+1)+(y+1)*WIDTH;
        s_Indices[(x+y*(WIDTH-1))*6+4] = x+y*WIDTH;
        s_Indices[(x+y*(WIDTH-1))*6+5] = x+(y+1)*WIDTH;
    }
}

This also defines the indices for the second series of triangles: first you define the top right corner, then the bottom left corner and the bottom right corner, thus always in a counterclockwise way. In the lower part of the method you also have to specify the amount of indices has been doubled, by replacing (WIDTH-1)*(HEIGHT-1)*3 by (WIDTH-1)*(HEIGHT-1)*6. Then, in the DrawScene, simply specify DirectX has to draw twice as much triangles:

 p_dx_Device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,WIDTH*HEIGHT,0,(WIDTH-1)*(HEIGHT-1)*2);

Running this should give you 6 nicely drawn quads, each of them consisting of 2 triangles. Now it’s time to inject the data from our flt_HeightData into the vertices, so change the line in your FillVertices that defines the Z coordinate of your vertices to this:

 cv_Vertices[y*WIDTH + x].z = flt_HeightData[x][y];

Running this should give you a window very similar to this one :




DirectX Tutorial 10 - Terrain creation

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  • Math boggles me
          Hi, First off, these are a wonderful set of tuto...



    With all this, we are finally ready to render our whole terrain. Inserting all height data manually however would be quite time-consuming, to in the next chapter we are going to load the height data from an image file!

    You can find the code here:


    #include<windows.h>
    #include<d3d9.h>
    #include<d3dx9.h>

     #define WIDTH    4
     #define HEIGHT    3
     
     struct OURCUSTOMVERTEX
     {
         float x,y,z;
         DWORD color;
     };
     
     int int_AppRunning = 1;
     
     LRESULT CALLBACK OurWindowProcedure(HWND han_Wind,UINT uint_Message,WPARAM parameter1,LPARAM parameter2)
     {
         switch(uint_Message)
         {
             case WM_KEYDOWN:
             {
                 int_AppRunning = 0;
                 break;
             }
             break;
         }
     
         return DefWindowProc(han_Wind,uint_Message,parameter1,parameter2);
     }
     
     HWND NewWindow(LPCTSTR str_Title,int int_XPos, int int_YPos, int int_Width, int int_Height)
     {
         WNDCLASSEX wnd_Structure;
     
         wnd_Structure.cbSize = sizeof(WNDCLASSEX);
         wnd_Structure.style = CS_HREDRAW | CS_VREDRAW;
         wnd_Structure.lpfnWndProc = OurWindowProcedure;
         wnd_Structure.cbClsExtra = 0;
         wnd_Structure.cbWndExtra = 0;
         wnd_Structure.hInstance = GetModuleHandle(NULL);
         wnd_Structure.hIcon = NULL;
         wnd_Structure.hCursor = NULL;
         wnd_Structure.hbrBackground = GetSysColorBrush(COLOR_BTNFACE);
         wnd_Structure.lpszMenuName = NULL;
         wnd_Structure.lpszClassName = "WindowClassName";
         wnd_Structure.hIconSm = LoadIcon(NULL,IDI_APPLICATION);
     
         RegisterClassEx(&wnd_Structure);
     
         return CreateWindowEx(WS_EX_CONTROLPARENT, "WindowClassName", str_Title, WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX | WS_VISIBLE, int_XPos, int_YPos, int_Width, int_Height, NULL, NULL, GetModuleHandle(NULL), NULL);
     }
     
     LPDIRECT3DDEVICE9 InitializeDevice(HWND han_WindowToBindTo)
     {
         LPDIRECT3D9 p_dx_Object;
         LPDIRECT3DDEVICE9 p_dx_Device;
     
         p_dx_Object = Direct3DCreate9(D3D_SDK_VERSION);
         if (p_dx_Object == NULL)
         {
             MessageBox(han_WindowToBindTo,"DirectX Runtime library not installed!","InitializeDevice()",MB_OK);
         }
     
         D3DPRESENT_PARAMETERS dx_PresParams;
         ZeroMemory( &dx_PresParams, sizeof(dx_PresParams) );
         dx_PresParams.Windowed = TRUE;
         dx_PresParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
         dx_PresParams.BackBufferFormat = D3DFMT_UNKNOWN;
     
         if (FAILED(p_dx_Object->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, han_WindowToBindTo, D3DCREATE_HARDWARE_VERTEXPROCESSING, &dx_PresParams, &p_dx_Device)))
         {
             if (FAILED(p_dx_Object->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_REF, han_WindowToBindTo, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &dx_PresParams, &p_dx_Device)))
             {
                 MessageBox(han_WindowToBindTo,"Failed to create even the reference device!","InitializeDevice()",MB_OK);
             }
      }
     
         p_dx_Device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
         p_dx_Device->SetRenderState(D3DRS_LIGHTING,false);
         p_dx_Device->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
     
         return p_dx_Device;
     }
     
     void DrawScene(LPDIRECT3DDEVICE9 p_dx_Device, LPDIRECT3DVERTEXBUFFER9 p_dx_VertexBuffer, LPDIRECT3DINDEXBUFFER9 p_dx_IndexBuffer)
     {
         p_dx_Device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(72,61,139), 1.0f, 0);
         p_dx_Device->BeginScene();
     
         p_dx_Device->SetStreamSource( 0, p_dx_VertexBuffer, 0, sizeof(OURCUSTOMVERTEX) );
      p_dx_Device->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE);
         p_dx_Device->SetIndices(p_dx_IndexBuffer);
         p_dx_Device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,WIDTH*HEIGHT,0,(WIDTH-1)*(HEIGHT-1)*2);
     
         p_dx_Device->EndScene();
         p_dx_Device->Present(NULL, NULL, NULL, NULL);
     }
     
     LPDIRECT3DVERTEXBUFFER9 FillVertices(HWND han_Window, LPDIRECT3DDEVICE9 p_dx_Device)
     {
         LPDIRECT3DVERTEXBUFFER9 p_dx_VertexBuffer;
         OURCUSTOMVERTEX cv_Vertices[WIDTH*HEIGHT];
         float flt_HeightData[WIDTH][HEIGHT];
     
         flt_HeightData[0][0]=0;
         flt_HeightData[1][0]=0;
         flt_HeightData[2][0]=0;
         flt_HeightData[3][0]=0;
     
         flt_HeightData[0][1]=1;
         flt_HeightData[1][1]=0;
         flt_HeightData[2][1]=2;
         flt_HeightData[3][1]=2;
     
         flt_HeightData[0][2]=2;
         flt_HeightData[1][2]=2;
         flt_HeightData[2][2]=4;
         flt_HeightData[3][2]=2;
     

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

            for (int y=0; y< HEIGHT;y++)        {
                cv_Vertices[y*WIDTH + x].x = -x;
                cv_Vertices[y*WIDTH + x].y = y;
                cv_Vertices[y*WIDTH + x].z = flt_HeightData[x][y];
                cv_Vertices[y*WIDTH + x].color = 0xffffffff;
            }
        }

        if (FAILED(p_dx_Device->CreateVertexBuffer(WIDTH*HEIGHT*sizeof(OURCUSTOMVERTEX), 0, D3DFVF_XYZ|D3DFVF_DIFFUSE, D3DPOOL_DEFAULT, &p_dx_VertexBuffer, NULL)))
        {
            MessageBox(han_Window,"Error while creating VertexBuffer","FillVertices()",MB_OK);
        }

        VOID* p_Vertices;
        if (FAILED(p_dx_VertexBuffer->Lock(0, WIDTH*HEIGHT*sizeof(OURCUSTOMVERTEX), (void**)&p_Vertices, 0)))
        {
            MessageBox(han_Window,"Error trying to lock","FillVertices()",MB_OK);
        }else{
            memcpy(p_Vertices, cv_Vertices, WIDTH*HEIGHT*sizeof(OURCUSTOMVERTEX));
            p_dx_VertexBuffer->Unlock();
        }


         return p_dx_VertexBuffer;
     }
     
     LPDIRECT3DINDEXBUFFER9 FillIndices(HWND han_Window, LPDIRECT3DDEVICE9 p_dx_Device)
     {
         LPDIRECT3DINDEXBUFFER9 p_dx_IndexBuffer;
         short s_Indices[(WIDTH-1)*(HEIGHT-1)*6];
     

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

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

                s_Indices[(x+y*(WIDTH-1))*6+3] = (x+1)+(y+1)*WIDTH;
                s_Indices[(x+y*(WIDTH-1))*6+4] = x+y*WIDTH;
                s_Indices[(x+y*(WIDTH-1))*6+5] = x+(y+1)*WIDTH;

            }
        }

        if (FAILED(p_dx_Device->CreateIndexBuffer((WIDTH-1)*(HEIGHT-1)*6*sizeof(short),D3DUSAGE_WRITEONLY,D3DFMT_INDEX16,D3DPOOL_MANAGED,&p_dx_IndexBuffer,NULL)))
        {
            MessageBox(han_Window,"Error while creating IndexBuffer","FillIndices()",MB_OK);
        }

        VOID* p_Indices;
        if (FAILED(p_dx_IndexBuffer->Lock(0, (WIDTH-1)*(HEIGHT-1)*6*sizeof(short), (void**)&p_Indices, 0)))
        {
            MessageBox(han_Window,"Error trying to lock","FillIndices()",MB_OK);
        }else{
            memcpy(p_Indices, s_Indices, (WIDTH-1)*(HEIGHT-1)*6*sizeof(short));
            p_dx_IndexBuffer->Unlock();
        }

     
         return p_dx_IndexBuffer;
     }
     
     void SetUpCamera(LPDIRECT3DDEVICE9 p_dx_Device)
     {
         D3DXVECTOR3 m_EyePos(0, 0, 15);
         D3DXVECTOR3 m_TargetPos(0, 0, 0);
         D3DXVECTOR3 m_UpVector(0, 1, 0);
         D3DXMATRIXA16 m_View;
         D3DXMatrixLookAtLH(&m_View, &m_EyePos, &m_TargetPos, &m_UpVector);
         p_dx_Device->SetTransform(D3DTS_VIEW, &m_View);
     
         D3DXMATRIX m_Projection;
         D3DXMatrixPerspectiveFovLH(&m_Projection, D3DX_PI/4, 500/500, 1, 50);
         p_dx_Device->SetTransform(D3DTS_PROJECTION, &m_Projection);
     }
     
     int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPreviousInstance,LPSTR lpcmdline,int nCmdShow)
     {
         MSG msg_Message;
     
         HWND han_Window = NewWindow("DirectX C++ Tutorial",100,100,500,500);
         LPDIRECT3DDEVICE9 p_Device = InitializeDevice(han_Window);
         LPDIRECT3DVERTEXBUFFER9 p_dx_VB = FillVertices(han_Window, p_Device);
         LPDIRECT3DINDEXBUFFER9 p_dx_IB = FillIndices(han_Window, p_Device);
         SetUpCamera(p_Device);
     
         while(int_AppRunning)
         {
             if(PeekMessage(&msg_Message,han_Window,0,0,PM_REMOVE))
             {
                 DispatchMessage(&msg_Message);
             }
             DrawScene(p_Device, p_dx_VB, p_dx_IB);
         }
     
         p_dx_VB->Release();
         p_dx_IB->Release();
         p_Device->Release();
         DestroyWindow(han_Window);
     
         return 0;
     }
     


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    2007 - 2011 MVP Award
    DirectX - XNA

    Contents

    News
    Home
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    XNA 2.0 Recipes Book (8)
    Chapter 1
    Chapter 2
    Chapter 3
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    Chapter 7
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    XNA 3.0 Recipes Book (8)
    Chapter 1
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    Matrices: geometrical
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    Homogenous matrices
    Community Projects (1)
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    News
    Tutorials (160)
    XNA 4.0 using C# (89)
    2D Series: Shooters (22)
    Starting a project
    Drawing fullscreen images
    Positioning images
    SpriteBatch.Draw()
    Rotation
    Keyboard input
    Writing text
    Angle to Direction
    Direction to Angle
    Smoke trail
    Manual texture creation
    Random terrain
    Texture to Colors
    Coll Detection Overview
    Coll Detection Matrices
    Putting CD into practice
    Particles
    Additive alpha blending
    Particle engine
    Adding craters
    Sound in XNA
    Resolution independency
    3D Series 1: Terrain (13)
    Starting a project
    The effect file
    The first triangle
    World space
    Rotation - translation
    Indices
    Terrain basics
    Terrain from file
    Keyboard
    Adding colors
    Lighting basics
    Terrain lighting
    VertexBuffer & IndexBuffer
    3D Series 2: Flightsim (14)
    Starting point
    Textures
    Loading the floorplan
    Creating the 3D city
    Loading a Model
    Ambient and diffuse
    Quaternion camera
    Flight kinematics
    Collision detection
    Adding targets
    Point sprites
    Alpha blending
    Skybox
    Camera delay
    3D Series 3: HLSL (18)
    Starting point
    HLSL introduction
    Vertex format
    Vertex shader
    Pixel shader
    Per-pixel colors
    Textured triangle
    Triangle strip
    World transform
    World normals
    Per-pixel lighting
    Shadow map
    Render to texture
    Projective texturing
    Real shadow
    Shaping the light
    Preshaders
    3D Series 4: Adv. terrain (19)
    Starting code
    Mouse camera
    Textured terrain
    Multitexturing
    Adding detail
    Skydome
    The water technique
    Refraction map
    Reflection map
    Perfect mirror
    Ripples
    The Fresnel term
    Moving water
    Specular highlights
    Billboarding
    Region growing
    Billboarding renderstates
    Perlin noise
    Gradient skybox
    Short Tuts (3)
    Run XNA on older pcs
    MessageBox in XNA
    Normal generation
    DirectX using C# (54)
    Series 1:Terrain (14)
    Opening a window
    Linking to the Device
    Drawing a triangle
    Camera
    Rotation - Translation
    Indices
    Terrain creation
    Terrain from file
    DirectInput
    Importing bmp files
    Colored vertices
    DirectX Light basics
    Mesh creation
    Mesh lighting
    Series 2: Flightsim (19)
    Starting code
    Textures
    The floorplan
    Creating the 3D City
    Meshloading from file
    Ambient light
    Action
    Flight kinematics
    Collision detection
    Skybox
    Texture filtering
    Adding targets
    Point sprites
    Alpha blending
    DirectSound
    Sounds in 3D
    Playing MP3 files
    Displaying text
    Going fullscreen
    Series 3: HLSL (19)
    Starting point
    HLSL Introduction
    Vertex Shader
    Shaded triangle
    Pixel Shader
    Textured Triangle
    Triangle Strip
    World transform
    Adding normals
    The first light
    Shadow mapping
    Render To Texture
    Projective texturing
    The first shadow
    Shaping the light
    Preshaders
    Multiple lights
    Adjusting Z values
    Finishing touch
    Short Tuts (2)
    Resizing problem
    Checking Device caps
    DirectX using C++ (15)
    Series 1: Terrain (15)
    Opening a window
    Ending the game loop
    Linking to the Device
    Clearing your window
    Drawing a triangle
    Culling
    Camera
    Rotation - Translation
    Indices
    Terrain creation
    Terrain from file
    DirectInput
    Importing .bmp files
    Adding colors
    DirectX Light basics
    DirectX using VB (2)
    Series 1: Intro (2)
    The first triangle
    Rotation - translation
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