Uses OneIndexBuffer
private static IBufferable GetModel(BuildInSceneObject buildIn) { IBufferable bufferable = null; switch (buildIn) { case BuildInSceneObject.Cube: bufferable = new Cube(); break; case BuildInSceneObject.Sphere: bufferable = new Sphere(); break; case BuildInSceneObject.Ground: bufferable = new Ground(1, 1000, 1000); break; case BuildInSceneObject.Axis: bufferable = new Axis(); break; default: throw new NotImplementedException(); } return bufferable; }
private static IBufferable GetModel(BuildInSceneObject buildIn) { IBufferable model = null; switch (buildIn) { case BuildInSceneObject.Cube: model = new Cube(); break; case BuildInSceneObject.Sphere: model = new Sphere(); break; case BuildInSceneObject.Ground: model = new Ground(1, groundXLength / 2, groundZLength / 2); break; case BuildInSceneObject.Axis: model = new Axis(); break; default: throw new NotImplementedException(); } return model; }