void DebugVerticesOld(StreamWriter s, Render.VertexBufferInterface.VertexBuffersGen3 gr, bool denormalize,
			Render.VertexBufferInterface.VertexBuffersGen3.Definition def,
			s_tag_d3d_vertex_buffer vb)
		{
			LowLevel.Math.real_quaternion quat;

			var elements = new Render.DeclarationTypes.IDeclType[def.Elements.Length];
			for (int x = 0; x < elements.Length; x++)
				elements[x] = def.Elements[x].DeclarationType.AllocateDeclType();

			using (var er = new IO.EndianReader(vb.VertexBuffer.Value, IO.EndianState.Big, this))
			{
				for (int x = 0; x < vb.VertexCount.Value; x++) // foreach vertex...
				{
					s.WriteLine("\tVertex\t{0}", x.ToString("X8"));
					foreach (Render.DeclarationTypes.IDeclType dt in elements) // and foreach type in the vertex...
					{
						dt.Read(er); // load the type data
						if (denormalize)
						{
							dt.Denormalize(out quat);
							s.WriteLine("\t\t{0}", dt.ToString(quat));
						}
						else s.WriteLine("\t\t{0}", dt.ToString());
						s.Flush();
					}
					s.WriteLine();
				}
				s.WriteLine(); s.WriteLine();
			}
		}
Exemple #2
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 internal void WriteUv(Render.DeclarationTypes.IDeclType decl)
 {
     if (decl != null)
     {
         LowLevel.Math.real_quaternion v;
         decl.Denormalize(out v);
         WriteUv(v);
     }
 }
        void DebugVerticesOld(StreamWriter s, Render.VertexBufferInterface.VertexBuffersGen3 gr, bool denormalize,
                              Render.VertexBufferInterface.VertexBuffersGen3.Definition def,
                              s_tag_d3d_vertex_buffer vb)
        {
            LowLevel.Math.real_quaternion quat;

            var elements = new Render.DeclarationTypes.IDeclType[def.Elements.Length];

            for (int x = 0; x < elements.Length; x++)
            {
                elements[x] = def.Elements[x].DeclarationType.AllocateDeclType();
            }

            using (var er = new IO.EndianReader(vb.VertexBuffer.Value, IO.EndianState.Big, this))
            {
                for (int x = 0; x < vb.VertexCount.Value; x++)                 // foreach vertex...
                {
                    s.WriteLine("\tVertex\t{0}", x.ToString("X8"));
                    foreach (Render.DeclarationTypes.IDeclType dt in elements) // and foreach type in the vertex...
                    {
                        dt.Read(er);                                           // load the type data
                        if (denormalize)
                        {
                            dt.Denormalize(out quat);
                            s.WriteLine("\t\t{0}", dt.ToString(quat));
                        }
                        else
                        {
                            s.WriteLine("\t\t{0}", dt.ToString());
                        }
                        s.Flush();
                    }
                    s.WriteLine();
                }
                s.WriteLine(); s.WriteLine();
            }
        }