public LCC3VertexArray(int tag, string name) : base(tag, name) { _elementType = LCC3ElementType.Float; _elementSize = 3; _shouldAllowVertexBuffering = true; _shouldReleaseRedundantContent = true; _semantic = this.DefaultSemantic; }
public LCC3ShaderVariableConfiguration() { _semantic = LCC3Semantic.SemanticNone; _type = LCC3ElementType.None; }
private void MapVarNameToSemantic(string name, LCC3Semantic semantic, LCC3ElementType elementType, uint size=1) { this.MapVarNameToSemantic(name, semantic, 0, elementType, size); }
public void PopulateFrom(LCC3VertexArray anotherArray) { base.PopulateFrom(anotherArray); _semantic = anotherArray.Semantic; _elementType = anotherArray.ElementType; _elementSize = anotherArray.ElementSize; _vertexStride = anotherArray.VertexStride; _elementOffset = anotherArray.ElementOffset; _shouldNormalizeContent = anotherArray.ShouldNormalizeContent; _shouldAllowVertexBuffering = anotherArray.ShouldAllowVertexBuffering; _shouldReleaseRedundantContent = anotherArray.ShouldReleaseRedundantContent; this.DeleteGraphicsBuffer(); if (anotherArray.AllocatedVertexCapacity > 0) { this.AllocatedVertexCapacity = anotherArray.AllocatedVertexCapacity; _vertices = (object[])anotherArray.Vertices.Clone(); } else { _vertices = anotherArray.Vertices; } _vertexCount = anotherArray.VertexCount; }
private void MapVarNameToSemantic(string name, LCC3Semantic semantic, uint semanticIndex, LCC3ElementType elementType, uint size=1) { LCC3ShaderVariableConfiguration varConfig = new LCC3ShaderVariableConfiguration(); varConfig.Name = name; varConfig.Semantic = semantic; varConfig.SemanticIndex = semanticIndex; varConfig.Type = elementType; varConfig.Size = size; this.AddVariableConfiguration(varConfig); }