// // Methods // #if OPENGL public VertexBuffer3D(Context3D context3D, int numVertices, int dataPerVertex) { mNumVertices = numVertices; mVertexSize = dataPerVertex; // allocate temporary buffer for conversion mData = new float[numVertices * dataPerVertex]; GL.GenBuffers(1, out mId); }
public CubeTexture(Context3D context, int size, string format, bool optimizeForRenderToTexture, int streamingLevels) : base(TextureTarget.TextureCubeMap) { mContext = context; mSize = size; mFormat = format; mOptimizeForRenderToTexture = optimizeForRenderToTexture; mStreamingLevels = streamingLevels; }
// // Methods // #if OPENGL internal IndexBuffer3D(Context3D context3D, int numIndices, int multiBufferCount, bool isDynamic) { if (multiBufferCount < 1) throw new ArgumentOutOfRangeException("multiBufferCount"); mNumIndices = numIndices; mIds = new uint[multiBufferCount]; GL.GenBuffers(multiBufferCount, mIds); mUsage = isDynamic ? BufferUsage.DynamicDraw : BufferUsage.StaticDraw; }
// // Methods // #if OPENGL internal VertexBuffer3D(Context3D context3D, int numVertices, int dataPerVertex, int multiBufferCount, bool isDynamic) { if (multiBufferCount < 1) throw new ArgumentOutOfRangeException("multiBufferCount"); mNumVertices = numVertices; mVertexSize = dataPerVertex; mIds = new uint[multiBufferCount]; GL.GenBuffers(mIds.Length, mIds); mUsage = isDynamic ? BufferUsage.DynamicDraw : BufferUsage.StaticDraw; }
// // Methods // #if OPENGL public Texture(Context3D context, int width, int height, string format, bool optimizeForRenderToTexture, int streamingLevels) : base(TextureTarget.Texture2D) { mContext = context; mWidth = width; mHeight = height; mFormat = format; mOptimizeForRenderToTexture = optimizeForRenderToTexture; mStreamingLevels = streamingLevels; // we do this to clear the texture on creation // $$TODO we dont need to allocate a bitmapdata to do this, we should just use a PBO and clear it var clearData = new BitmapData(width, height); uploadFromBitmapData(clearData); clearData.dispose(); }
public VertexBuffer3D(Context3D context3D, int numVertices, int dataPerVertex, int multiBufferCount = 1) { throw new NotImplementedException(); }
// // Methods // #if OPENGL public Program3D(Context3D context3D) { }
public Program3D(Context3D context3D) { throw new NotImplementedException(); }
public IndexBuffer3D(Context3D context3D, int numIndices) { throw new NotImplementedException(); }
// // Methods // #if OPENGL public IndexBuffer3D(Context3D context3D, int numIndices) { mNumIndices = numIndices; GL.GenBuffers(1, out mId); }
// // Methods // #if OPENGL public Program3D(Context3D context3D) { mContext = context3D; }
public IndexBuffer3D(Context3D context3D, int numIndices, int multiBufferCount = 1) { throw new NotImplementedException(); }
public Texture(Context3D context, int width, int height, string format, bool optimizeForRenderToTexture, int streamingLevels) { throw new NotImplementedException(); }