Render terrain ok
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@ -57,6 +57,8 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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}
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GenerateTerrain();
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// Create the camera object.
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m_Camera = new CameraClass;
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if (!m_Camera)
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@ -690,21 +692,18 @@ int ApplicationClass::GetScreenHeight() const
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void ApplicationClass::GenerateTerrain()
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{
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// Set the file name of the model.
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char modelFilename[128];
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// Set the name of the texture file that we will be loading.
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char textureFilename[128];
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char textureFilename2[128];
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// check if a chunk file already exists
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// Set the file name of the model.
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strcpy_s(modelFilename, "plane.txt");
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strcpy_s(textureFilename, "stone01.tga");
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strcpy_s(textureFilename2, "moss01.tga");
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// for loop to generate terrain chunks for a 10x10 grid
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for (int i = -10; i < 10; i++)
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for (int i = -5; i < 5; i++)
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{
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for (int j = -10; j < 10; j++)
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for (int j = -5; j < 5; j++)
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{
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Object* newTerrain = new Object();
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newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2);
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@ -61,7 +61,6 @@ public:
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void GenerateTerrain();
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void DeleteTerrain();
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private:
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bool Render(float, float, float, float);
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@ -19,7 +19,7 @@ ModelClass::~ModelClass()
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{
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}
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bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2)
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bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, const char* modelFilename, const char* textureFilename1, const char* textureFilename2)
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{
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bool result;
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@ -17,7 +17,7 @@ TextureClass::~TextureClass()
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{
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}
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bool TextureClass::Initialize(ID3D11Device * device, ID3D11DeviceContext * deviceContext, char* filename)
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bool TextureClass::Initialize(ID3D11Device * device, ID3D11DeviceContext * deviceContext,const char* filename)
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{
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bool result;
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int height, width;
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