public Sprite(Texture tex, IBindableVertexBuffer buffer, int bufferInd, int depth = 0)
     : base(
         tex,
         PrimitiveType.Quads,
         new AttributedVertexBuffer(buffer, VertexAttributeSet.FromType <TexturedVertex2>()),
         VertexIndices.FromRange(bufferInd, 4),
         null,
         depth)
 {
     index = bufferInd;
 }
 public TMXLoader(IBindableVertexBuffer buffer, ResourcePool pool, string fileName)
     : base(BufferUsageHint.DynamicDraw, buffer)
 {
     textures = new Dictionary<int,Texture>();
     this.pool = pool;
     Layers = new Dictionary<string, IEnumerable<Sprite>>();
    _lazyTileMap = 
         new Lazy<TiledMap>(
             () => (new TiledReader()).Read(fileName));
     _lazyLayers = 
         new Lazy<Dictionary<string, TiledLayer>>(
             () => TileMap.Layers.ToDictionary(ts => ts.Name, ts => ts));            
 }
Beispiel #3
0
 public TMXLoader(IBindableVertexBuffer buffer, ResourcePool pool, string fileName)
     : base(BufferUsageHint.DynamicDraw, buffer)
 {
     textures     = new Dictionary <int, Texture>();
     this.pool    = pool;
     Layers       = new Dictionary <string, IEnumerable <Sprite> >();
     _lazyTileMap =
         new Lazy <TiledMap>(
             () => (new TiledReader()).Read(fileName));
     _lazyLayers =
         new Lazy <Dictionary <string, TiledLayer> >(
             () => TileMap.Layers.ToDictionary(ts => ts.Name, ts => ts));
 }
 public SpriteLoader(BufferUsageHint hint, IBindableVertexBuffer buffer)
     : base(hint, new AttributedVertexBuffer(buffer, VertexAttributeSet.FromType <TexturedVertex2>()))
 {
 }