/// <summary> /// Gets the vertex buffer for the specified level. /// </summary> public VBO <ColorNormalVertex> GetLevel(int Level, Polarity Direction) { if (Direction == Polarity.Negative) { Level--; } VBO <ColorNormalVertex> c = this._Levels[Level, (int)Direction]; if (c == null) { IIterator <ColorNormalVertex, VBO <ColorNormalVertex> > vboc = VBO <ColorNormalVertex> .Create(); IBoundedPlaneSurface <Material> bps = Shape.Slice(this._StratifiedRenderer._Source, this._Axis, Level, delegate(T Lower, T Higher, Axis Axis) { if (Direction == Polarity.Positive && !Higher.Equals(this._StratifiedRenderer._Default)) { return(this._StratifiedRenderer._SurfacizeFunc(Lower, this._StratifiedRenderer._Default, Axis)); } if (Direction == Polarity.Negative && !Lower.Equals(this._StratifiedRenderer._Default)) { return(this._StratifiedRenderer._SurfacizeFunc(this._StratifiedRenderer._Default, Higher, Axis)); } return(Material.Default); }, Material.Default); QuadtreeSurface <Material> qs = bps.Extend <QuadtreeSurface <Material> >(); if (qs != null) { StaticRenderer.Send(qs, vboc, vboc); } else { StaticRenderer.Send(bps, vboc); } this._Levels[Level, (int)Direction] = c = vboc.End(); } return(c); }