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You can calculate the tangent vector of each vertex in the vertex grid: it s the vector that starts at one vertex and ends in the next vertex of the grid. This way, the tangent vector is oriented with the grid s x axis. Note that the tangent vector of the last vertex in a line on the grid is calculated as a vector that starts in the penultimate vertex of the line and ends in the last vertex. Since all three vectors need to be perpendicular to each other, you can obtain the binormal vector using a cross product between the vertices tangent and normal. Figure 11-7 shows the tangent, binormal, and normal vectors of a flat grid of vertices.

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ally didn t do that so we d have to explicitly create a typed table and show you how to load it. See DLinq Overview for VB Developers.doc, section 2.2, to learn how to define a strongly typed data context.

You declared a VB 9.0 implicitly typed local variable, custs, of type var:

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Figure 11-7. Tangent, binormal, and normal vectors of some vertices in a flat grid Use the following code for the GenerateTerrainTangentBinormal method to calculate the vertices tangent and binormal vectors: public void GenerateTerrainTangentBinormal( VertexPositionNormalTangentBinormal[] vertices, int[] indices) { for (int i = 0; i < vertexCountZ; i++) { for (int j = 0; j < vertexCountX; j++) { int vertexIndex = j + i * vertexCountX; Vector3 v1 = vertices[vertexIndex].Position; // Calculate the tangent vector if (j < vertexCountX - 1) { Vector3 v2 = vertices[vertexIndex + 1].Position; vertices[vertexIndex].Tangent = (v2 - v1); } // Special case: last vertex of the plane in the X axis

' Query database Dim custs = _

An implicitly typed local variable is just what its name implies. When VB sees a declaration without a type, it infers the type of the local variable based on the type of the expression in the initializer to the right of the = sign. You initialized the local variable with a query expression:

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} } // Checks to see if the UserId exist in the isolated storage // and make sure UserId is not an empty Guid public bool NeedUserId { get { return !IsolatedStorageSettings.ApplicationSettings.Contains("UserId") || (Guid)IsolatedStorageSettings.ApplicationSettings["UserId"] == Guid.Empty; } } // ShowNoteList is bound to NoteListUserControl in the MainPage // and it will hide if false and else unhide if true. private bool _showNoteList = false; public bool ShowNoteList { get { return _showNoteList; } set { _showNoteList = value; this.RaisePropertyChanged("ShowNoteList"); } } // SelectedNote is populated from NoteListUserControl // when the user selects the note from the list box. // SelectedNote is then used in MainPage by txtNote and // txtNoteName to populate to textbox content. private NoteDto _note; public NoteDto SelectedNote { get { return _note; } set { _note = value; this.RaisePropertyChanged("SelectedNote"); } } // Collection of NoteDto is populated by calling GetNotes service call // and all user notes will be contained in this collection. private ObservableCollection<NoteDto> _notes; public ObservableCollection<NoteDto> Notes

else { Vector3 v2 = vertices[vertexIndex - 1].Position; vertices[vertexIndex].Tangent = (v1 - v2); } // Calculate binormal as a cross product (Tangent x Normal) vertices[vertexIndex].Tangent.Normalize(); vertices[vertexIndex].Binormal = Vector3.Cross( vertices[vertexIndex].Tangent, vertices[vertexIndex].Normal); } } }

A query expression is composed of a From clause and a query body. We ve used the simplest form of the From clause and query body here. This From clause declares an iteration variable, c, to be used to iterate over the result of the expression, customers, that is, over the typed table we earlier created and loaded. A query body must include a Select or Group By clause, which may be preceded by a Where or Order By clause. Your Select clause was the most primitive possible:

and, like a SQL SELECT *, gets all columns, so the variable custs is implicitly typed to handle a collection of objects that contain all the fields in the Customers class.

At this point, you have all the code you need to read in a height map from an image file on disk, create the corresponding vertices and indices, and load them into a vertex buffer and an index buffer. To render these triangles to the screen, you could use XNA s BasicEffect class, and since you ve provided valid normals, the BasicEffect class would add the correct lighting to your terrain. However, there is no way to instruct the BasicEffect class to use multiple textures on your terrain or perform other custom enhancements. In the remainder of this chapter, we ll show you how to code your own HLSL effect that adds multitexturing and normal mapping to your terrain. For the terrain rendering, you ll create a custom effect that uses multitexturing and normal mapping. Before you get to coding, let s take a look at how these two techniques work.

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