/** * erzeugt die Terrain-Vertices. * * @author OLiver */ void TerrainRenderer::GenerateVertices(const GameWorldViewer& gwv) { vertices.clear(); vertices.resize(width * height); // Terrain generieren for(MapCoord y = 0; y < height; ++y) { for(MapCoord x = 0; x < width; ++x) { MapPoint pt(x, y); UpdateVertexPos(pt, gwv); UpdateVertexColor(pt, gwv); UpdateVertexTerrain(pt, gwv); } } // Ränder generieren for(MapCoord y = 0; y < height; ++y) { for(MapCoord x = 0; x < width; ++x) { MapPoint pt(x, y); UpdateBorderVertex(pt, gwv); } } }
/** * erzeugt die Terrain-Vertices. * * @author OLiver */ void TerrainRenderer::GenerateVertices(const GameWorldViewer * gwv) { delete[] vertices; vertices = new Vertex[width * height]; memset(vertices, 0, sizeof(Vertex) * width * height); // Terrain generieren for(unsigned short y = 0; y < height; ++y) { for(unsigned short x = 0; x < width; ++x) { UpdateVertexPos(x,y,gwv); UpdateVertexColor(x,y,gwv); UpdateVertexTerrain(x,y,gwv); } } // Ränder generieren for(unsigned short y = 0; y < height; ++y) { for(unsigned short x = 0; x < width; ++x) { UpdateBorderVertex(x,y,gwv); } } }
/** * erzeugt die Terrain-Vertices. * * @author OLiver */ void TerrainRenderer::GenerateVertices(const GameWorldViewer* gwv) { delete[] vertices; vertices = new Vertex[width * height]; memset(vertices, 0, sizeof(Vertex) * width * height); // Terrain generieren for(MapCoord y = 0; y < height; ++y) { for(MapCoord x = 0; x < width; ++x) { MapPoint pt(x, y); UpdateVertexPos(pt, gwv); UpdateVertexColor(pt, gwv); UpdateVertexTerrain(pt, gwv); } } // Ränder generieren for(MapCoord y = 0; y < height; ++y) { for(MapCoord x = 0; x < width; ++x) { MapPoint pt(x, y); UpdateBorderVertex(pt, gwv); } } }