internal void Draw(VertexBuffer <ColouredVertex> vertexBuffer) { var verticies = _faces.SelectMany(f => f.HalfEdges().Select(he => he.TargetVertex)); foreach (var vertex in verticies) { vertexBuffer.AddVertex(vertex.Vertex); } }
private void DrawBuferSpritesPoints(int NumberOfSprites) { for (int i = 0; i < NumberOfSprites; i++) { var r = new Random((int)DateTime.Now.Ticks); float x = (float)r.NextDouble() * 110 - 55; float y = (float)r.NextDouble() * 110 - 55; float z = (float)r.NextDouble() * 110 - 55; float w = (float)r.NextDouble() * 55; VertexBuffer.AddVertex(x, y, z, w); Thread.Sleep(1); } }
public void RenderFaceNegY(ref VertexBuffer buffer, double x, double y, double z) { double d1 = x + this.RenderMinX; double d2 = x + this.RenderMaxX; double d3 = y + this.RenderMinY; double d4 = z + this.RenderMinZ; double d5 = z + this.RenderMaxZ; buffer.AddVertex(d2, d3, d4); buffer.AddVertex(d1, d3, d4); buffer.AddVertex(d2, d3, d5); buffer.AddVertex(d1, d3, d5); buffer.AddVertex(d2, d3, d5); buffer.AddVertex(d2, d3, d4); }