//arat
STATEMANAGER.SaveTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_POINT);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
STATEMANAGER.SaveTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
STATEMANAGER.SaveTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
//değiştir
STATEMANAGER.SaveSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
STATEMANAGER.SaveSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
STATEMANAGER.SaveSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
STATEMANAGER.SaveSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
STATEMANAGER.SaveSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
STATEMANAGER.SaveTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
STATEMANAGER.SaveTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
STATEMANAGER.SaveSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
STATEMANAGER.SaveSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
//arat
STATEMANAGER.SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
//değiştir
STATEMANAGER.SetFVF(D3DFVF_XYZ | D3DFVF_TEX1);
//arat
LPDIRECT3DTEXTURE8
//değiştir
LPDIRECT3DTEXTURE9
//arat
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ADDRESSU);
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ADDRESSV);
STATEMANAGER.RestoreTextureStageState(1, D3DTSS_TEXCOORDINDEX);
STATEMANAGER.RestoreTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS);
STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ADDRESSU);
STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ADDRESSV);
//değiştir
STATEMANAGER.RestoreSamplerState(0, D3DSAMP_ADDRESSU);
STATEMANAGER.RestoreSamplerState(0, D3DSAMP_ADDRESSV);
STATEMANAGER.RestoreTextureStageState(1, D3DTSS_TEXCOORDINDEX);
STATEMANAGER.RestoreTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS);
STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSU);
STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSV);
//arat
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MIPFILTER);
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MINFILTER);
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MAGFILTER);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
//değiştir
STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MIPFILTER);
STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MINFILTER);
STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MAGFILTER);
STATEMANAGER.SaveSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
STATEMANAGER.SaveSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
//arat
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MINFILTER);
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MAGFILTER);
//değiştir
STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MINFILTER);
STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MAGFILTER);
//arat
STATEMANAGER.SaveTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_POINT);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
//değiştir
STATEMANAGER.SaveSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
STATEMANAGER.SaveSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
//arat
STATEMANAGER.SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
STATEMANAGER.SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
//değiştir
STATEMANAGER.SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
STATEMANAGER.SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
//arat
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MINFILTER);
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MAGFILTER);
//değiştir
STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MINFILTER);
STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MAGFILTER);
//arat
rkSttMgr.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, byTerrainNum * 4, 4, byTerrainNum * 6, 2);
//değiştir
rkSttMgr.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 4, byTerrainNum * 6, 2);
//arat
STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, byTerrainNum * 4, 4, byTerrainNum * 6, 2);
//değiştir
STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 4, byTerrainNum * 6, 2);