Example #1
0
 private static extern void Internal_create(MeshData managedInstance, int numVertices, int numIndices, VertexLayout layout, IndexType indexType);
Example #2
0
 /// <summary>
 /// Creates a new mesh with enough space to hold the a number of primitives using the specified layout. Indices can be
 /// referenced by multiple sub-meshes.
 /// </summary>
 /// <param name="data">Vertex and index data to initialize the mesh with.</param>
 /// <param name="subMeshes">
 /// Defines how are indices separated into sub-meshes, and how are those sub-meshes rendered. Sub-meshes may be rendered
 /// independently, each with a different material.
 /// </param>
 /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
 public Mesh(MeshData data, SubMesh[] subMeshes, MeshUsage usage = MeshUsage.Static)
 {
     Internal_create2(this, data, subMeshes, usage);
 }
Example #3
0
 /// <summary>
 /// Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described by the
 /// mesh data exactly. Mesh will have no sub-meshes.
 /// </summary>
 /// <param name="data">Vertex and index data to initialize the mesh with.</param>
 /// <param name="topology">
 /// Determines how should the provided indices be interpreted by the pipeline. Default option is a triangle list, where
 /// three indices represent a single triangle.
 /// </param>
 /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
 public Mesh(MeshData data, MeshTopology topology = MeshTopology.TriangleList, MeshUsage usage = MeshUsage.Static)
 {
     Internal_create1(this, data, topology, usage);
 }
Example #4
0
 private static extern void Internal_setMeshData(IntPtr thisPtr, MeshData value);
Example #5
0
 private static extern void Internal_create2(Mesh managedInstance, MeshData data, SubMesh[] subMeshes, MeshUsage usage);
Example #6
0
 private static extern void Internal_create1(Mesh managedInstance, MeshData data, MeshTopology topology, MeshUsage usage);