public Mesh(Geometry geometry, Material material) : base("<GeneratedMesh Geometry=" + geometry + ", material=" + material + ">") { Geometry = geometry; Material = material; LocalTransform = Matrix.Identity; }
private static void ComputeVertices(Vector3D size, Material material, Geometry geometry) { if (material.Shader.Flags == ShaderFlags.Colored) geometry.SetData(ComputeColorVertices(size, material.DefaultColor), ColorBoxIndices); else if (material.Shader.Flags == ShaderFlags.LitTextured) geometry.SetData(ComputeNormalUVVertices(size), UVBoxIndices); else geometry.SetData(ComputeUVVertices(size), UVBoxIndices); }