bool TerrainClass::Initialize(ID3D11Device* device, char* heightMapFilename) { bool result; // Load in the height map for the terrain. result = LoadHeightMap(heightMapFilename); if(!result) { return false; } // Normalize the height of the height map. NormalizeHeightMap(); // Calculate the normals for the terrain data. result = CalculateNormals(); if(!result) { return false; } // Initialize the vertex and index buffer that hold the geometry for the terrain. result = InitializeBuffers(device); if(!result) { return false; } return true; }
bool TerrainClass::Initialize(ID3D10Device* device, char* heightMapFilename, WCHAR* textureFilename) { bool result; // Load in the height map for the terrain. result = LoadHeightMap(heightMapFilename); if (!result) { return false; } // Normalize the height of the height map. NormalizeHeightMap(); // Calculate the normals for the terrain data. result = CalculateNormals(); if (!result) { return false; } // Calculate the texture coordinates. CalculateTextureCoordinates(); // Load the texture. result = LoadTexture(device, textureFilename); if (!result) { return false; } // Initialize the vertex array that will hold the geometry for the terrain. result = InitializeBuffers(device); if (!result) { return false; } return true; }