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Old December 23rd, 2007, 07:08 PM
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Default textureing by a bmp file.


hi.
i have creat a flat earth by below code.
but it s withe.
i wan t to texture it by a bmp file.
i don t khow how i can do it.
please help me.
thanks.

using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
using System.Drawing;
namespace Directx1
{
    class GameEngine
    {
        private GraphicInitiator graphicInit;
        private Device device3d;
        private Form1 form;
        private VertexBuffer vb;
        private short[] indices;//andis ha ra neshan midahad
        private IndexBuffer ib;
        private int WIDTH = 100;//arz
        private int HEIGHT = 100;
        private int[,] heightData;//ertefa
        private CustomVertex.PositionColored[] vertices;//noghat ra neshan khahad dad


        private void IndicesDeclaration()
        {//dar index bafeer andis haman ra set khahim kard
            ib = new IndexBuffer(typeof(short), (WIDTH - 1) * (HEIGHT - 1) * 6, device3d, Usage.WriteOnly, Pool.Default);
            indices = new short[(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] = (short)((x + 1) + (y + 1) * WIDTH);
                    indices[(x + y * (WIDTH - 1)) * 6 + 1] = (short)((x + 1) + y * WIDTH);
                    indices[(x + y * (WIDTH - 1)) * 6 + 2] = (short)(x + y * WIDTH);

                    indices[(x + y * (WIDTH - 1)) * 6 + 3] = (short)((x + 1) + (y + 1) * WIDTH);
                    indices[(x + y * (WIDTH - 1)) * 6 + 4] = (short)(x + y * WIDTH);
                    indices[(x + y * (WIDTH - 1)) * 6 + 5] = (short)(x + (y + 1) * WIDTH);
                }
            }
            ib.SetData(indices, 0, LockFlags.None);
        }
        private void LoadHeightData()
            //heath data z ra bara ma moshakhas mikonad
        {
            heightData = new int[WIDTH, HEIGHT];
            for (int x = 0; x < WIDTH; x++)
            {
                for (int y = 0; y < HEIGHT; y++)
                {
                    heightData[x ,y]=0;
                    heightData[x ,y]=0;
                    heightData[x, y] = 0;
                }
            }
            //heightData[WIDTH / 2, HEIGHT / 2] = 5;
        }







        public GameEngine(Form1 Frm)
        {
            form = Frm;
            graphicInit = new GraphicInitiator();//peykar bandi device
            graphicInit.initDevice(ref device3d, form);
            LoadHeightData();//hamashon sefran
            VertexDeclaration();
            IndicesDeclaration();
            CameraPositioning();
        }

        public void clear()
        {

            device3d.Clear(ClearFlags.Target, Color.DarkSlateBlue, 1.0f, 0);

        }
        private void CameraPositioning()
        {
            device3d.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4, form.Width / form.Height, 1f, 300f);
            device3d.Transform.View = Matrix.LookAtLH(new Vector3(0, -50, 15), new Vector3(0, 0, 0), new Vector3(0, 0, 1));
            device3d.RenderState.Lighting = false;
            device3d.RenderState.CullMode = Cull.None;

        }

private void VertexDeclaration()
{//be andaze tool * arze zamin noghte tarif kardim
    vb = new VertexBuffer(typeof(CustomVertex.PositionColored), WIDTH*HEIGHT, device3d, 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, 0);
            vertices[x+y*WIDTH].Color = Color.White.ToArgb();
            vertices[x + y * WIDTH].Position = new Vector3(x, y, heightData[x, y]);
        }
    }

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


      public void drawWorld()
        {
            CameraPositioning();
            device3d.BeginScene();
          device3d.Transform.World=Matrix.Translation(new Vector3(-50,5,-20));
            device3d.VertexFormat = CustomVertex.PositionColored.Format;
            device3d.SetStreamSource(0, vb, 0);
            device3d.Indices = ib;
            device3d.DrawIndexedPrimitives(PrimitiveType.Trian gleList, 0, 0, WIDTH * HEIGHT, 0, indices.Length / 3);
            device3d.EndScene();
            device3d.Present();
        }
    }
}
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