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	<title>Comments on: Terrain Generation with a Heightmap</title>
	<atom:link href="http://www.chadvernon.com/blog/resources/directx9/terrain-generation-with-a-heightmap/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.chadvernon.com/blog</link>
	<description>A Character TD&#039;s blog</description>
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		<title>By: Jeremy Trifilo</title>
		<link>http://www.chadvernon.com/blog/resources/directx9/terrain-generation-with-a-heightmap/comment-page-1/#comment-2967</link>
		<dc:creator>Jeremy Trifilo</dc:creator>
		<pubDate>Sun, 27 Nov 2011 02:48:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.chadvernon.com/blog/tutorials/directx9/terrain-generation-with-a-heightmap/#comment-2967</guid>
		<description>I Would be very much interested in the executable for this. I&#039;m very new to DirectX C++ and I would like to learn as much as possible. I have one main question can the camera move around in this? I haven&#039;t actually read any code yet I do plan on doing so soon though and try to retyping the whole thing and testing out what each thing in the examples do.

But if you could also provide a download for the executable or tell me if the camera can be moved around while in this example because that 300+ fps seems really high and very interesting at the same time.</description>
		<content:encoded><![CDATA[<p>I Would be very much interested in the executable for this. I&#8217;m very new to DirectX C++ and I would like to learn as much as possible. I have one main question can the camera move around in this? I haven&#8217;t actually read any code yet I do plan on doing so soon though and try to retyping the whole thing and testing out what each thing in the examples do.</p>
<p>But if you could also provide a download for the executable or tell me if the camera can be moved around while in this example because that 300+ fps seems really high and very interesting at the same time.</p>
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		<title>By: HappySDE</title>
		<link>http://www.chadvernon.com/blog/resources/directx9/terrain-generation-with-a-heightmap/comment-page-1/#comment-1420</link>
		<dc:creator>HappySDE</dc:creator>
		<pubDate>Tue, 16 Aug 2011 09:33:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.chadvernon.com/blog/tutorials/directx9/terrain-generation-with-a-heightmap/#comment-1420</guid>
		<description>Nice post. After implementation of it I found this info about degenerative triangles (look at Index buffer section ):

http://msdn.microsoft.com/en-us/library/bb205133%28v=vs.85%29.aspx


An index buffer can stitch together multiple line or triangle strips by separating each with a strip-cut index. A strip-cut index allows multiple line or triangle strips to be drawn with a single draw call. A strip-cut index is simply the maximum possible value for the index (0xffff for a 16-bit index, 0xffffffff for a 32-bit index). The strip-cut index resets the winding order in indexed primitives and can be used to remove the need for degenerate triangles that may otherwise be required to maintain proper winding order in a triangle strip. The following illustration shows an example of a strip-cut index.

so this code become more simpler:

for(size_t z = 0; z &lt; m_z-1; ++z)
	{
		for(size_t x = 0; x &lt; m_x; ++x)
		{
			ret.push_back(WORD(x + m_x* z   ));
			ret.push_back(WORD(x + m_x*(z+1)));
		}

		//Degenerate strip: 
		ret.push_back(0xFFFF);
}</description>
		<content:encoded><![CDATA[<p>Nice post. After implementation of it I found this info about degenerative triangles (look at Index buffer section ):</p>
<p><a href="http://msdn.microsoft.com/en-us/library/bb205133%28v=vs.85%29.aspx" rel="nofollow">http://msdn.microsoft.com/en-us/library/bb205133%28v=vs.85%29.aspx</a></p>
<p>An index buffer can stitch together multiple line or triangle strips by separating each with a strip-cut index. A strip-cut index allows multiple line or triangle strips to be drawn with a single draw call. A strip-cut index is simply the maximum possible value for the index (0xffff for a 16-bit index, 0xffffffff for a 32-bit index). The strip-cut index resets the winding order in indexed primitives and can be used to remove the need for degenerate triangles that may otherwise be required to maintain proper winding order in a triangle strip. The following illustration shows an example of a strip-cut index.</p>
<p>so this code become more simpler:</p>
<p>for(size_t z = 0; z &lt; m_z-1; ++z)<br />
	{<br />
		for(size_t x = 0; x &lt; m_x; ++x)<br />
		{<br />
			ret.push_back(WORD(x + m_x* z   ));<br />
			ret.push_back(WORD(x + m_x*(z+1)));<br />
		}</p>
<p>		//Degenerate strip:<br />
		ret.push_back(0xFFFF);<br />
}</p>
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	<item>
		<title>By: rob</title>
		<link>http://www.chadvernon.com/blog/resources/directx9/terrain-generation-with-a-heightmap/comment-page-1/#comment-850</link>
		<dc:creator>rob</dc:creator>
		<pubDate>Fri, 27 May 2011 18:52:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.chadvernon.com/blog/tutorials/directx9/terrain-generation-with-a-heightmap/#comment-850</guid>
		<description>Chad, This is awesome.  You need to put this entire site into a book(s).  If you do, please open up on the quality of the printed book.  For example, the size and price should be like

http://www.amazon.com/Perspectives-Microsoft-Comprehensive-Thomson-Technology/dp/142390589X/ref=sr_1_1?ie=UTF8&amp;qid=1306524522&amp;sr=8-1

Even if it takes you two or more books to put this entire site into print, I would buy them.</description>
		<content:encoded><![CDATA[<p>Chad, This is awesome.  You need to put this entire site into a book(s).  If you do, please open up on the quality of the printed book.  For example, the size and price should be like</p>
<p><a href="http://www.amazon.com/Perspectives-Microsoft-Comprehensive-Thomson-Technology/dp/142390589X/ref=sr_1_1?ie=UTF8&#038;qid=1306524522&#038;sr=8-1" rel="nofollow">http://www.amazon.com/Perspectives-Microsoft-Comprehensive-Thomson-Technology/dp/142390589X/ref=sr_1_1?ie=UTF8&#038;qid=1306524522&#038;sr=8-1</a></p>
<p>Even if it takes you two or more books to put this entire site into print, I would buy them.</p>
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