TerrainDisplay.AxisRenderer.BuildVerticiesAndIndicies C# (CSharp) Method

BuildVerticiesAndIndicies() private method

private BuildVerticiesAndIndicies ( ) : void
return void
        private void BuildVerticiesAndIndicies()
        {
            var tileId = TileIdentifier.DefaultTileIdentifier;
            var tempVertices = new List<VertexPositionNormalColored>();
            var tempIndices = new List<int>();
            var offset = 0;

            var baseXPos = TerrainConstants.CenterPoint - (tileId.TileX + 1)*TerrainConstants.TileSize;
            var baseYPos = TerrainConstants.CenterPoint - (tileId.TileY + 1)*TerrainConstants.TileSize;
            var baseZPos = -100.0f;

            // The Bottom-Righthand corner of a Tile in WoW coords
            var baseAxisVec = new Vector3(baseXPos, baseYPos, baseZPos);
            //var baseAxisVec = new Vector3(0.0f);

            // The Top-Lefthand corner of a Tile in WoW coords
            var endAxisVec = baseAxisVec + new Vector3(TerrainConstants.TileSize*2);

            PositionUtil.TransformWoWCoordsToXNACoords(ref baseAxisVec);
            PositionUtil.TransformWoWCoordsToXNACoords(ref endAxisVec);

            // The WoW X-axis drawn in XNA coords
            tempVertices.Add(new VertexPositionNormalColored(baseAxisVec, Color.Red, Vector3.Up));
            tempIndices.Add(0);
            tempVertices.Add(new VertexPositionNormalColored(new Vector3(baseAxisVec.X, baseAxisVec.Y, endAxisVec.Z), Color.Red, Vector3.Up));
            tempIndices.Add(1);
            tempIndices.Add(0);

            // The WoW Y-axis drawn in XNA coords
            tempVertices.Add(new VertexPositionNormalColored(baseAxisVec, Color.White, Vector3.Up));
            tempIndices.Add(2);
            tempVertices.Add(new VertexPositionNormalColored(new Vector3(endAxisVec.X, baseAxisVec.Y, baseAxisVec.Z), Color.White, Vector3.Up));
            tempIndices.Add(3);
            tempIndices.Add(2);

            // The WoW Z-axis
            tempVertices.Add(new VertexPositionNormalColored(baseAxisVec, Color.Blue, Vector3.Up));
            tempIndices.Add(4);
            tempVertices.Add(new VertexPositionNormalColored(new Vector3(baseAxisVec.X, endAxisVec.Y, baseAxisVec.Z), Color.Blue, Vector3.Up));
            tempIndices.Add(5);
            tempIndices.Add(4);

            _cachedIndices = tempIndices.ToArray();
            _cachedVertices = tempVertices.ToArray();

            _renderCached = true;
        }