public void Draw(PrimManager PrimManager, Vector3 BottomLeft, float Size) { Vector3 MasterBottomLeftFront = BottomLeft; Vector3 MasterTopRightBack = MasterBottomLeftFront + new Vector3(Size, Size, Size); Vector3 topLeftFront = new Vector3(MasterBottomLeftFront.X, MasterBottomLeftFront.Y, MasterTopRightBack.Z); Vector3 bottomLeftFront = MasterBottomLeftFront; Vector3 topRightFront = new Vector3(MasterTopRightBack.X, MasterBottomLeftFront.Y, MasterTopRightBack.Z); Vector3 bottomRightFront = new Vector3(MasterTopRightBack.X, MasterBottomLeftFront.Y, MasterBottomLeftFront.Z); Vector3 topLeftBack = new Vector3(MasterBottomLeftFront.X, MasterTopRightBack.Y, MasterTopRightBack.Z); Vector3 bottomLeftBack = new Vector3(MasterBottomLeftFront.X, MasterTopRightBack.Y, MasterBottomLeftFront.Z); Vector3 topRightBack = MasterTopRightBack; Vector3 bottomRightBack = new Vector3(MasterTopRightBack.X, MasterTopRightBack.Y, MasterBottomLeftFront.Z); Vector3 frontNormal = new Vector3(0.0f, -1.0f, 0.0f); Vector3 backNormal = new Vector3(0.0f, 1.0f, 0.0f); Vector3 topNormal = new Vector3(0.0f, 0.0f, 1.0f); Vector3 bottomNormal = new Vector3(0.0f, 0.0f, -1.0f); Vector3 leftNormal = new Vector3(-1.0f, 0.0f, 0.0f); Vector3 rightNormal = new Vector3(1.0f, 0.0f, 0.0f); VertexIndexData _returnData = new VertexIndexData(); _returnData.AddData(PrimHelper.GenerateWallVertices(bottomLeftFront, topRightFront, frontNormal, TilesetMain.Tiles[Tex[0]])); _returnData.AddData(PrimHelper.GenerateWallVertices(bottomRightBack, topLeftBack, backNormal, TilesetMain.Tiles[Tex[2]])); _returnData.AddData(PrimHelper.GenerateWallVertices(bottomLeftBack, topLeftFront, leftNormal, TilesetMain.Tiles[Tex[3]])); _returnData.AddData(PrimHelper.GenerateWallVertices(bottomRightFront, topRightBack, rightNormal, TilesetMain.Tiles[Tex[1]])); _returnData.AddData(PrimHelper.GenerateFloorVertices(bottomLeftBack, bottomRightFront, bottomNormal, TilesetMain.Tiles[Tex[4]])); _returnData.AddData(PrimHelper.GenerateFloorVertices(topLeftFront, topRightBack, topNormal, TilesetMain.Tiles[Tex[5]])); PrimManager.DrawVertices(_returnData, TilesetMain.TextureMain); }