Exemple #1
0
        //ncrunch: no coverage start
        protected override void ResizeColorVertices(int newNumberOfVertices)
        {
            var newVerticesColor = new VertexPosition3DColor[newNumberOfVertices];

            Array.Copy(verticesColor, newVerticesColor, verticesColor.Length);
            verticesColor = newVerticesColor;
        }
 public void LerpPositionColor3D()
 {
     var vertex = new VertexPosition3DColor(Vector3D.UnitX, Color.White);
     var vertex2 = new VertexPosition3DColor(Vector2D.UnitY, Color.Black);
     var lerpedVertex = vertex.Lerp(vertex2, 0.5f);
     Assert.AreEqual(lerpedVertex.Position, new Vector3D(0.5f, 0.5f, 0f));
     Assert.AreEqual(lerpedVertex.Color, new Color(127, 127, 127));
 }
Exemple #3
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        public void LerpPositionColor3D()
        {
            var vertex       = new VertexPosition3DColor(Vector3D.UnitX, Color.White);
            var vertex2      = new VertexPosition3DColor(Vector2D.UnitY, Color.Black);
            var lerpedVertex = vertex.Lerp(vertex2, 0.5f);

            Assert.AreEqual(lerpedVertex.Position, new Vector3D(0.5f, 0.5f, 0f));
            Assert.AreEqual(lerpedVertex.Color, new Color(127, 127, 127));
        }
Exemple #4
0
		public Batch3D(Material material, BlendMode blendMode,
			int minimumNumberOfQuads = MinNumberOfQuads)
		{
			Material = material;
			BlendMode = blendMode;
			minimumNumberOfQuads = MathExtensions.Max(minimumNumberOfQuads, MinNumberOfQuads);
			hasUV = ((material.Shader.Flags & ShaderFlags.Textured) != 0);
			hasColor = ((material.Shader.Flags & ShaderFlags.Colored) != 0);
			indices = new short[minimumNumberOfQuads * IndicesPerQuad];
			if (!hasUV)
				verticesColor = new VertexPosition3DColor[minimumNumberOfQuads * VerticesPerQuad]; //ncrunch: no coverage
			else if (hasColor)
				verticesColorUV = new VertexPosition3DColorUV[minimumNumberOfQuads * VerticesPerQuad];
			else
				verticesUV = new VertexPosition3DUV[minimumNumberOfQuads * VerticesPerQuad]; //ncrunch: no coverage
		}
Exemple #5
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 public Batch3D(Material material, BlendMode blendMode,
                int minimumNumberOfQuads = MinNumberOfQuads)
 {
     Material             = material;
     BlendMode            = blendMode;
     minimumNumberOfQuads = MathExtensions.Max(minimumNumberOfQuads, MinNumberOfQuads);
     hasUV    = ((material.Shader.Flags & ShaderFlags.Textured) != 0);
     hasColor = ((material.Shader.Flags & ShaderFlags.Colored) != 0);
     indices  = new short[minimumNumberOfQuads * IndicesPerQuad];
     if (!hasUV)
     {
         verticesColor = new VertexPosition3DColor[minimumNumberOfQuads * VerticesPerQuad];                 //ncrunch: no coverage
     }
     else if (hasColor)
     {
         verticesColorUV = new VertexPosition3DColorUV[minimumNumberOfQuads * VerticesPerQuad];
     }
     else
     {
         verticesUV = new VertexPosition3DUV[minimumNumberOfQuads * VerticesPerQuad];                 //ncrunch: no coverage
     }
 }
Exemple #6
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		//ncrunch: no coverage start
		protected override void ResizeColorVertices(int newNumberOfVertices)
		{
			var newVerticesColor = new VertexPosition3DColor[newNumberOfVertices];
			Array.Copy(verticesColor, newVerticesColor, verticesColor.Length);
			verticesColor = newVerticesColor;
		}