   [SlimDX] Strange draw-results
  Hello!Im using SlimDX to drawm some terrain of my editor. It has very strange behaviour. To initialize my vertexbuffer i first used the following code:   private void InitVertexBuffer(float[] heights)   {  baseBuffer = new VertexBuffer(Wrappers.DirectX.Instance.Device, 145 * 16, Usage.None, VertexFormat.Position | VertexFormat.Diffuse, Pool.Managed);  uint counter = 0;  Utils.Vertex3FC[] vertices = new Utils.Vertex3FC[145];  for (int i = 0; i < 17; ++i)  { for (int j = 0; j < (((i % 2) != 0) ? 8 : 9); ++j) {float x, y, z;y = 0.0f;// heights[counter];z = i * Utils.Metrics.Unitsize * 0.5f;x = j * Utils.Metrics.Unitsize;if ((i % 2) != 0)    x += 0.5f * Utils.Metrics.Unitsize;vertices[counter++] = new Utils.Vertex3FC(x, y, z, (uint)System.Drawing.Color.Red.ToArgb()); }  }  DataStream stream = baseBuffer.Lock(0, 0, LockFlags.None);  stream.WriteRange(vertices);  baseBuffer.Unlock();   }This gives me a nice plane as it should be:http://www.imagr.eu/up/4bfe2d619b6e1_p1.jpgBut when i replace the y = 0.0f with y = heights[counter]; i get the following strange image:http://www.imagr.eu/up/4bfe2d7793bb1_p2.jpgI know that my height-values are correct as i can check them with another tool and i dumped the heights[]-array to a file and checked it for equality and its the same...What could be the reason for that?GreetingsPlerion   
  You might try:y = heights[counter] * 0.001f; // or even smaller since 0.0 works for yougradually increasing the 0.001 multiplier. That should let you see what's going on.;  Wow, that gives veery strange results:With * 0.03:http://www.imagr.eu/up/4bfe94ed0eeea_p3.jpgWith * 0.04:http://www.imagr.eu/up/4bfe950bcd90a_p4.jpgWith * 0.08 and from the other side:http://www.imagr.eu/up/4bfe952082746_p5.jpgSo it seems like the planes are stacking up on eachother. Thats very weird!   ;  Ah, stupid me. Its clear now why the things seem to stack. Ive rendered all the chunks on top of eachother :DAdding the following lines helped:x += header.indexX * Utils.Metrics.Chunksize;z += header.indexZ * Utils.Metrics.Chunksize;