protected override void ReadV8(ByteReader reader) { base.ReadV8(reader); PartitionFlags = reader.ReadI32(); FileName = reader.ReadMbString(); // Read the box either way, if the mask is set, this is a reserved field...do we ignore it? TransformedBoundingBox = reader.ReadBBoxF32(); Area = reader.ReadF32(); MinVertexCount = reader.ReadI32(); MaxVertexCount = reader.ReadI32(); MinNodeCount= reader.ReadI32(); MaxNodeCount = reader.ReadI32(); MinPolygonCount = reader.ReadI32(); MaxPolygonCount = reader.ReadI32(); if ( ( PartitionFlags & 0x00000001 ) != 0 ) { UnTransformedBoundingBox = reader.ReadBBoxF32(); } }
protected override void ReadV8(ByteReader reader) { base.ReadV8(reader); VersionNumber = reader.ReadI16(); if (VersionNumber == 1) { ShaderLanguage = (ShaderLanguage)reader.ReadI32(); InlineSourceFlag = reader.ReadU32(); if (InlineSourceFlag == 1) { SourceCode = reader.ReadMbString(); } else { SourceCodeLoc = reader.ReadMbString(); } ShaderParamCount = reader.ReadI32(); for (int i = 0; i < ShaderParamCount; i++) { var p = new ShaderParameter(); p.ReadV8(reader); Parameters.Add(p); } } }
public void ReadV8(ByteReader reader) { ParameterName = reader.ReadMbString(); ParameterType = (ParamType) reader.ReadU32(); ValueClass = (ValueClass) reader.ReadU32(); Direction = (Direction) reader.ReadU32(); SemanticBinding = (SemanticBinding) reader.ReadU32(); Variability = (Variability) reader.ReadU32(); Reserved = reader.ReadU32(); for ( int i = 0; i < 16; i++ ) { Value[i] = reader.ReadU32(); } }
protected override void ReadV8(ByteReader reader) { base.ReadV8(reader); Value = reader.ReadMbString(); }