using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Nuclex.Graphics.SpecialEffects.Terrain {
#if false
/// Manages the rendering of terrain based on a regular grid
public class GridTerrain where VertexType : struct {
#region interface IVertexSetter
///
/// Used to assign values to specific components of the grid's vertices
///
public interface IVertexSetter {
/// Sets the position of a vertex
/// Vertex whose position will be set
/// Position that will be assigned to the vertex
void SetPosition(ref VertexType vertex, Vector3 position);
/// Sets the texture coordinates of a vertex
/// Vertex whose texture coordinates will be set
///
/// Texture coordinates that will be assigned to the vertex
///
void SetTextureCoordinate(ref VertexType vertex, Vector2 textureCoordinate);
}
#endregion // interface IVertexSetter
/// Initializes a new grid-based terrain
/// Graphics device the terrain is rendered on
/// Vertex elements of the provided vertex type
/// Number of quadrilaterals in the terrain
public GridTerrain(
GraphicsDevice graphicsDevice, VertexElement[] vertexElements, Point size
) {
}
/// Vertex declaration for the vertices in the grid
private VertexDeclaration vertexDeclaration;
/// Vertex buffer containing the grid vertices
private DynamicVertexBuffer vertexBuffer;
/// Index buffer containing the indices to the vertex buffer
private IndexBuffer indexBuffer;
/// Graphics device the grid will be rendered with
private GraphicsDevice graphicsDevice;
}
#endif
} // namespace Nuclex.Graphics.SpecialEffects.Terrain