本文整理汇总了C#中GraphicFactory.MipMapTexture方法的典型用法代码示例。如果您正苦于以下问题:C# GraphicFactory.MipMapTexture方法的具体用法?C# GraphicFactory.MipMapTexture怎么用?C# GraphicFactory.MipMapTexture使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GraphicFactory
的用法示例。
在下文中一共展示了GraphicFactory.MipMapTexture方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: QuadTerrain
//.........这里部分代码省略.........
}
//Corner Bottom
if (PlusXVBIndex == i)
{
if (x < terrainHeight - 1)
{
//MessageBox.Show(x + "Bot " + y + " " + x % (VBsize - 1) + " " + (y % (VBsize - 1) + (VBsize - 1)) + " " + i);
allVertices[i + 1][(x % (VBsize - 1)) + ((y % (VBsize - 1) + (VBsize - 1)) * VBsize)].Position = new Vector3(x * scale, heightStore[x, y] * height, y * scale);
//allVertices[i + 1][(x % (VBsize - 1)) + ((y % (VBsize - 1) + (VBsize - 1)) * VBsize)].Normal = normalVector;
//Add this vertex to VB i+1, at location ((x % (VBsize - 1)) + ((y % (VBsize - 1) + (VBsize - 1)) * VBsize)
}
}
}
}
if (i == 0)
{
int stepSize = (terrainWidth - 1) / (vertexBufferSize - 1);
int numberOfSteps = (terrainWidth - 1) / stepSize;
if (x % stepSize == 0 && y % stepSize == 0)
{
allVertices[0][(x / stepSize) + (y / stepSize) * VBsize].Position = new Vector3(x * scale, heightStore[x, y] * height, y * scale);
//allVertices[0][(x / stepSize) + (y / stepSize) * VBsize].Normal = normalVector;
//Add this vertex to VB 0, at location ((x/stepSize) + (y/stepSize) * VBsize)
}
}
}
}
}
//Generate the normal texture from the normal data generated a second ago.
normalTexture.SetData<Color>(normalData);
factory.MipMapTexture(ref normalTexture);
////////////////////////////////////////////////////////////
//Add to vertex buffer
for (int j = 0; j < numberOfVBs + 1; j++)
{
allVBs[j].SetData<VertexPosition>(allVertices[j]);
}
////////////////////////////////////////////////////////////
#region depricated
// int[] nodeStatsArray = new int[6,6];
//for (i=HeightMap.Height-1;i>
// rootNode = new QuadNode(HeightMap, SquareSize, 4, 0, 0);
//NodeDepth Nodes Total Nodes
//0 1 1
//1 4 5
//2 16 21
//3 64 85
//4 256 341
//5 1024 1365
//allQuadNodes = new List<QuadNode>();
//int NodeDepth = 0;
//NodeLevel = (int)Math.Pow(2, (NodeDepth));
//NodeScale = ((heightMap.Height - 1) / NodeLevel) + 1;