Exemple #1
0
            private void SetUpVertices( Line2 line, float height )
            {
                Vector3[] vertex = new Vector3[ 6 ];
                // top left
                vertex[ 0 ] = new Vector3( line.X0, height, line.Y0 );
                // bottom left
                vertex[ 1 ] = new Vector3( line.X0, 0, line.Y0 );
                // top right
                vertex[ 2 ] = new Vector3( line.X1, height, line.Y1 );
                // bottom left
                vertex[ 3 ] = new Vector3( line.X0, 0, line.Y0 );
                // bottom right
                vertex[ 4 ] = new Vector3( line.X1, 0, line.Y1 );
                // top right
                vertex[ 5 ] = new Vector3( line.X1, height, line.Y1 );

                Vector2 texTopLeft = Vector2.Zero;
                Vector2 texTopRight = Vector2.UnitX;
                Vector2 texBottomLeft = Vector2.UnitY;
                Vector2 texBottomRight = Vector2.One;

                Vector3 normal = Vector3.Cross(
                    new Vector3( line.Direction.X, 0, line.Direction.Y ),
                    Vector3.UnitY );

                Color color = Color.White;

                mVertexData[ 0 ] = new VertexPositionNormalColorTexture(
                    vertex[ 0 ], normal, color, texTopLeft );

                mVertexData[ 1 ] = new VertexPositionNormalColorTexture(
                    vertex[ 1 ], normal, color, texBottomLeft );

                mVertexData[ 2 ] = new VertexPositionNormalColorTexture(
                    vertex[ 2 ], normal, color, texTopRight );

                mVertexData[ 3 ] = new VertexPositionNormalColorTexture(
                    vertex[ 3 ], normal, color, texBottomLeft );

                mVertexData[ 4 ] = new VertexPositionNormalColorTexture(
                    vertex[ 4 ], normal, color, texBottomRight );

                mVertexData[ 5 ] = new VertexPositionNormalColorTexture(
                    vertex[ 5 ], normal, color, texTopRight );
            }
Exemple #2
0
        private void SetUpVertices()
        {
            float w = Width;
            float h = Height;

            Vector3[] vertex = new Vector3[ 6 ];
            // top left
            vertex[ 0 ] = new Vector3( 0, 0, 0 );
            // top right
            vertex[ 1 ] = new Vector3( +w, 0, 0 );
            // bottom left
            vertex[ 2 ] = new Vector3( 0, 0, +h );
            // bottom left
            vertex[ 3 ] = new Vector3( 0, 0, +h );
            // top right
            vertex[ 4 ] = new Vector3( +w, 0, 0 );
            // bottom right
            vertex[ 5 ] = new Vector3( +w, 0, +h );

            Vector2 texTopLeft = Vector2.Zero;
            Vector2 texTopRight = Vector2.UnitX;
            Vector2 texBottomLeft = Vector2.UnitY;
            Vector2 texBottomRight = Vector2.One;

            Color color = Color.White;

            mVertexData[ 0 ] = new VertexPositionNormalColorTexture(
                vertex[ 0 ], Vector3.UnitY, color, texTopLeft );

            mVertexData[ 1 ] = new VertexPositionNormalColorTexture(
                vertex[ 1 ], Vector3.UnitY, color, texTopRight );

            mVertexData[ 2 ] = new VertexPositionNormalColorTexture(
                vertex[ 2 ], Vector3.UnitY, color, texBottomLeft );

            mVertexData[ 3 ] = new VertexPositionNormalColorTexture(
                vertex[ 3 ], Vector3.UnitY, color, texBottomLeft );

            mVertexData[ 4 ] = new VertexPositionNormalColorTexture(
                vertex[ 4 ], Vector3.UnitY, color, texTopRight );

            mVertexData[ 5 ] = new VertexPositionNormalColorTexture(
                vertex[ 5 ], Vector3.UnitY, color, texBottomRight );
        }