/// <summary> Render setup for primitive Trianges from a previous RS with primitive restart, with optional control over various parameters of the primitive </summary>
 static public GLRenderState Tri(GLRenderState prev, DrawElementsType primitiverestarttype, FrontFaceDirection frontface = FrontFaceDirection.Ccw, bool cullface = true,
                                 PolygonMode polygonmode = PolygonMode.Fill, bool polysmooth = false)
 {
     return(new GLRenderState(prev)
     {
         PrimitiveRestart = GL4Statics.DrawElementsRestartValue(primitiverestarttype), FrontFace = frontface, CullFace = cullface, PolygonModeFrontAndBack = polygonmode, PolygonSmooth = polysmooth
     });
 }
Ejemplo n.º 2
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        /// <summary> Vector4 and Vector2 and index array in a tuple. Element index is created. In attributes 0,1. No primitive restart</summary>
        public static GLRenderableItem CreateVector4Vector2Indexed(GLItemsList items, PrimitiveType prim, GLRenderState pt, Tuple <Vector4[], Vector2[], uint[]> vectors,
                                                                   IGLRenderItemData id = null, int ic = 1, int seconddivisor = 0)
        {
            var dt = GL4Statics.DrawElementsTypeFromMaxEID((uint)vectors.Item1.Length - 1);
            var ri = CreateVector4Vector2(items, prim, pt, vectors.Item1, vectors.Item2, id, ic, seconddivisor);

            ri.CreateElementIndex(items.NewBuffer(), vectors.Item3, dt);
            return(ri);
        }
Ejemplo n.º 3
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 ///<summary> Given a elementbuffer, fill with indexes from an array. Set ElementBuffer, ElementIndexSize, BaseIndexOffset, DrawCount </summary>
 public void CreateElementIndex(GLBuffer elementbuf, uint[] eids, int base_index = 0)
 {
     CreateElementIndex(elementbuf, eids, GL4Statics.DrawElementsTypeFromMaxEID(eids.Max()), base_index);
 }