protected override void BuildData()
        {
            VertexList.AddRange(new Vector3[]
            {
                new Vector3(.5f, -.5f, 0), new Vector3(-.5f, -.5f, 0), new Vector3(-.5f, .5f, 0), new Vector3(.5f, .5f, 0),
            });

            NormalList.AddRange(new Vector3[]
            {
                Vector3.Backward, Vector3.Backward, Vector3.Backward, Vector3.Backward,
            });

            TexCoordList.AddRange(new Vector2[]
            {
                new Vector2(1, 1), new Vector2(0, 1), new Vector2(0, 0), new Vector2(1, 0),
            });

            ColorList.AddRange(new Color[]
            {
                Color.White, Color.White, Color.White, Color.White,
            });


            IndexList.AddRange(new int[]
            {
                0, 1, 2, 2, 3, 0, // Front
            });

            CalculateTangents();
        }
Beispiel #2
0
        protected override void BuildData()
        {
            VertexList.AddRange(new Vector3[]
            {
                new Vector3(.5f, -.5f, .5f), new Vector3(-.5f, -.5f, .5f), new Vector3(0, .5f, 0), new Vector3(0, .5f, 0),
                new Vector3(.5f, -.5f, -.5f), new Vector3(-.5f, -.5f, -.5f), new Vector3(0, .5f, 0), new Vector3(0, .5f, 0),
                new Vector3(0, .5f, 0), new Vector3(0, .5f, 0), new Vector3(0, .5f, 0), new Vector3(0, .5f, 0),
                new Vector3(.5f, -.5f, -.5f), new Vector3(-.5f, -.5f, -.5f), new Vector3(-.5f, -.5f, .5f), new Vector3(.5f, -.5f, .5f),
                new Vector3(-.5f, -.5f, .5f), new Vector3(-.5f, -.5f, -.5f), new Vector3(0, .5f, 0), new Vector3(0, .5f, 0),
                new Vector3(.5f, -.5f, .5f), new Vector3(.5f, -.5f, -.5f), new Vector3(0, .5f, 0), new Vector3(0, .5f, 0)
            });

            NormalList.AddRange(new Vector3[]
            {
                Vector3.Backward + Vector3.Up, Vector3.Backward + Vector3.Up, Vector3.Backward + Vector3.Up, Vector3.Backward + Vector3.Up,
                Vector3.Forward + Vector3.Up, Vector3.Forward + Vector3.Up, Vector3.Forward + Vector3.Up, Vector3.Forward + Vector3.Up,
                Vector3.Up, Vector3.Up, Vector3.Up, Vector3.Up,
                Vector3.Down, Vector3.Down, Vector3.Down, Vector3.Down,
                Vector3.Left + Vector3.Up, Vector3.Left + Vector3.Up, Vector3.Left + Vector3.Up, Vector3.Left + Vector3.Up,
                Vector3.Right + Vector3.Up, Vector3.Right + Vector3.Up, Vector3.Right + Vector3.Up, Vector3.Right + Vector3.Up,
            });


            TexCoordList.AddRange(new Vector2[]
            {
                new Vector2(1, 1), new Vector2(0, 1), new Vector2(0, 0), new Vector2(1, 0),
                new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0), new Vector2(0, 0),
                new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0), new Vector2(0, 0),
                new Vector2(1, 1), new Vector2(0, 1), new Vector2(0, 0), new Vector2(1, 0),
                new Vector2(1, 1), new Vector2(0, 1), new Vector2(0, 0), new Vector2(1, 0),
                new Vector2(1, 1), new Vector2(0, 1), new Vector2(0, 0), new Vector2(1, 0),
                new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0), new Vector2(0, 0),
            });

            ColorList.AddRange(new Color[]
            {
                Color.White, Color.White, Color.White, Color.White,
                Color.White, Color.White, Color.White, Color.White,
                Color.White, Color.White, Color.White, Color.White,
                Color.White, Color.White, Color.White, Color.White,
                Color.White, Color.White, Color.White, Color.White,
                Color.White, Color.White, Color.White, Color.White,
            });


            IndexList.AddRange(new int[]
            {
                0, 1, 2, 2, 3, 0,       // Front
                4, 7, 6, 6, 5, 4,       // Back
                8, 11, 10, 10, 9, 8,    // Top
                12, 13, 14, 14, 15, 12, // Bottom
                16, 17, 18, 18, 19, 16, // Left
                20, 23, 22, 22, 21, 20, // Right
            });

            CalculateTangents();
        }