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- if ((i >= mapSize - stepSize) && (j >= mapSize - stepSize))
- {
- GL.Vertex3(i + (a * mapSize), pHeightMap[i, j], j + (b * mapSize));
- GL.Vertex3(i + (a * mapSize), pHeightMap[i, 0], ((b + 1) * mapSize));
- GL.Vertex3(((a + 1) * mapSize), pHeightMap[0, 0], ((b + 1) * mapSize));
- GL.Vertex3(((a + 1) * mapSize), pHeightMap[0, 0], ((b + 1) * mapSize));
- GL.Vertex3(((a + 1) * mapSize), pHeightMap[0, j], j + (b * mapSize));
- GL.Vertex3(i + (a * mapSize), pHeightMap[i, j], j + (b * mapSize));
- }
- else if (j >= mapSize - stepSize)
- {
- GL.Vertex3(i + (a * mapSize), pHeightMap[i, j], j + (b * mapSize));
- GL.Vertex3(i + (a * mapSize), pHeightMap[i, 0], ((b + 1) * mapSize));
- GL.Vertex3(i + stepSize + (a * mapSize), pHeightMap[i + stepSize, 0], ((b + 1) * mapSize));
- GL.Vertex3(i + stepSize + (a * mapSize), pHeightMap[i + stepSize, 0], ((b + 1) * mapSize));
- GL.Vertex3(i + stepSize + (a * mapSize), pHeightMap[i + stepSize, j], j + (b * mapSize));
- GL.Vertex3(i + (a * mapSize), pHeightMap[i, j], j + (b * mapSize));
- }
- else if (i >= mapSize - stepSize)
- {
- GL.Vertex3(i + (a * mapSize), pHeightMap[i, j], j + (b * mapSize));
- GL.Vertex3(i + (a * mapSize), pHeightMap[i, j + stepSize], j + stepSize + (b * mapSize));
- GL.Vertex3(((a + 1) * mapSize), pHeightMap[0, j + stepSize], j + stepSize + (b * mapSize));
- GL.Vertex3(((a + 1) * mapSize), pHeightMap[0, j + stepSize], j + stepSize + (b * mapSize));
- GL.Vertex3(((a + 1) * mapSize), pHeightMap[0, j], j + (b * mapSize));
- GL.Vertex3(i + (a * mapSize), pHeightMap[i, j], j + (b * mapSize));
- }
- else
- {
- GL.Vertex3(i + (a * mapSize), pHeightMap[i, j], j + (b * mapSize));
- GL.Vertex3(i + (a * mapSize), pHeightMap[i, j + stepSize], j + stepSize + (b * mapSize));
- GL.Vertex3(i + stepSize + (a * mapSize), pHeightMap[i + stepSize, j + stepSize], j + stepSize + (b * mapSize));
- GL.Vertex3(i + stepSize + (a * mapSize), pHeightMap[i + stepSize, j + stepSize], j + stepSize + (b * mapSize));
- GL.Vertex3(i + stepSize + (a * mapSize), pHeightMap[i + stepSize, j], j + (b * mapSize));
- GL.Vertex3(i + (a * mapSize), pHeightMap[i, j], j + (b * mapSize));
- }
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