//参数是把地形看作一个2维矩形,该矩形的四个顶点
void TerrainBorderRenderable::Init(float left, float top, float right, float bottom)
{
	LoadTexture();
	MakeVertexBuffer(left, top, right, bottom);
	MakeIndexBuffer();
	MakeVertexDeclaration();
	LoadFx();
}
void TerrainRenderable::LoadFromFile()
{
	m_pHeightField = new TerrainHeightField;
	m_pHeightField->LoadFromHeightMap("../media/terrain/height.png", terrain_w, terrain_h);
	LoadTexture();
	MakeVertexBuffer();
	MakeIndexBuffer();
	MakeVertexDeclaration();
	LoadFx();
}
Exemple #3
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void CWndCredit::SetWndRect( CRect rectWnd, BOOL bOnSize )
{
	CRect rectOld = m_rectClient;
	m_rectWindow = rectWnd;
	m_rectClient = m_rectWindow;
	m_rectLayout = m_rectClient;
	if( IsWndRoot() == FALSE && !IsWndStyle( WBS_NOFRAME ) )
	{
		if( IsWndStyle( WBS_CAPTION ) == TRUE )
			m_rectClient.top += 17;
		m_rectClient.DeflateRect( 2, 2, 6, 8 );
		m_rectLayout = m_rectClient;
		m_rectLayout.DeflateRect( 8, 8 );	
	}
	if( bOnSize && ( rectOld.Width() != m_rectClient.Width() || rectOld.Height() != m_rectClient.Height() ) )
		OnSize( 0, m_rectClient.Width(), m_rectClient.Height() );
	MakeVertexBuffer();
}