/// <summary>
 /// Initializes a new instance of the <see cref="SkeletalRenderer" /> class.
 /// </summary>
 /// <param name="layerType">Type of the layer.</param>
 /// <param name="samplerMode">The sampler mode.</param>
 public SkeletalRenderer(Type layerType, AddressMode samplerMode = AddressMode.LinearClamp)
     : base("SkeletalRenderer" + instances++, layerType)
 {
     this.Transform2D = null;
     this.samplerMode = samplerMode;
     this.material    = new BasicMaterial2D()
     {
         LayerType = layerType, SamplerMode = this.samplerMode
     };
     this.position        = new Vector2();
     this.scale           = new Vector2(1);
     this.ActualDebugMode = DebugMode.Bones;
 }
Exemple #2
0
        /// <summary>
        /// Creates a new layer mesh
        /// </summary>
        /// <param name="startIndex">Start index.</param>
        /// <param name="count">Count indices</param>
        /// <param name="image">Mesh material</param>
        private void NewMesh(int startIndex, int count, Texture2D image)
        {
            Mesh mesh = new Mesh(
                0,
                this.vertices.Length,
                startIndex * indicesPerTile,
                count * 2,
                this.vertexBuffer,
                this.indexBuffer,
                PrimitiveType.TriangleList)
            {
                DisableBatch = true
            };

            BasicMaterial2D material = new BasicMaterial2D(image, this.LayerType)
            {
                SamplerMode = this.samplerMode
            };

            material.Initialize(this.Assets);

            this.meshes.Add(new Tuple <BasicMaterial2D, Mesh>(material, mesh));
        }
 /// <summary>
 /// Initializes a new instance of the <see cref="SkeletalRenderer" /> class.
 /// </summary>
 /// <param name="layerType">Type of the layer.</param>
 /// <param name="samplerMode">The sampler mode.</param>
 public SkeletalRenderer(Type layerType, AddressMode samplerMode = AddressMode.LinearClamp)
     : base("SkeletalRenderer" + instances++, layerType)
 {
     this.Transform2D = null;
     this.samplerMode = samplerMode;
     this.material = new BasicMaterial2D() { LayerType = layerType, SamplerMode = this.samplerMode };
     this.position = new Vector2();
     this.scale = new Vector2(1);
     this.ActualDebugMode = DebugMode.Bones;
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="SkeletalRenderer" /> class.
 /// </summary>
 /// <param name="layerType">Type of the layer.</param>
 public SkeletalRenderer(Type layerType)
     : base("SkeletalRenderer" + instances++, layerType)
 {
     this.Transform2D = null;
     this.material = new BasicMaterial2D();
     this.position = new Vector2();
     this.scale = new Vector2(1);
     this.ActualDebugMode = DebugMode.Bones;
 }
        /// <summary>
        /// Creates a new layer mesh
        /// </summary>
        /// <param name="startIndex">Start index.</param>
        /// <param name="count">Count indices</param>
        /// <param name="image">Mesh material</param>
        private void NewMesh(int startIndex, int count, Texture2D image)
        {
            Mesh mesh = new Mesh(
                0,
                this.vertices.Length,
                startIndex * indicesPerTile,
                count * 2,
                this.vertexBuffer,
                this.indexBuffer,
                PrimitiveType.TriangleList)
                {
                    DisableBatch = true
                };

            BasicMaterial2D material = new BasicMaterial2D(image, this.LayerType)
            {
                SamplerMode = this.samplerMode
            };

            material.Initialize(this.Assets);

            this.meshes.Add(new Tuple<BasicMaterial2D, Mesh>(material, mesh));
        }