Beispiel #1
0
        private bool loadMD5Model(string fileName)
        {
            md5model = new MD5Model();
            if (md5model.loadMD5MeshFile(fileName))
            {
                md5model = null;
                return(true);
            }
            lb_md5MeshName.Text = fileName;

            md5model.buildBaseFrameVertices();
            rawMesh = new XYZTrianglesList();
            md5model.addToSimpleStaticMeshBuilder(rawMesh);
            gpuMesh = new DXVertexBufferXYZNormals();
            gpuMesh.create(rawMesh, device);
            UpdateDirectXDisplay();
            return(false);
        }
Beispiel #2
0
        private void recreateGPUBuffers()
        {
            if (model == null)
            {
                vertexBuffer = null;
                return;
            }
            XYZTrianglesList l = new XYZTrianglesList();

            model.iterateXYZTriangles(l);

            if (vertexBuffer != null)
            {
                vertexBuffer.destroyBuffer();
            }
            if (l.getTrianglesCount() > 0)
            {
                vertexBuffer = new DXVertexBufferXYZNormals();
                vertexBuffer.create(l, device);
            }
        }
        public void create(XYZTrianglesList l, Device device)
        {
            // free previous buffer
            if (vertexBuffer != null)
            {
                vertexBuffer.Dispose();
                vertexBuffer = null;
            }

            primitiveCount = l.getTrianglesCount();
            if (primitiveCount == 0)
            {
                // "new VertexBuffer" causes exception if vertex count is 0
                return;
            }
            vertexBuffer = new VertexBuffer(typeof(CustomVertex.PositionNormalColored),
                                            l.getTrianglesCount() * 3, device, 0, CustomVertex.PositionNormalColored.Format, Pool.Default);

            GraphicsStream stm = vertexBuffer.Lock(0, 0, 0);

            CustomVertex.PositionNormalColored[] verts = new CustomVertex.PositionNormalColored[l.getTrianglesCount() * 3];

            // set triangle points
            for (int i = 0; i < l.getVertexCount(); i++)
            {
                Vec3 pos = l.getXYZ(i);
                verts[i].X = (float)pos.getX();
                verts[i].Y = (float)pos.getY();
                verts[i].Z = (float)pos.getZ();
                Vec3 normal;
                l.calcTriangleNormal(i / 3, out normal);
                verts[i].Nx    = (float)normal.getX();
                verts[i].Ny    = (float)normal.getY();
                verts[i].Nz    = (float)normal.getZ();
                verts[i].Color = Color.White.ToArgb();
            }
            stm.Write(verts);
            vertexBuffer.Unlock();
        }