// gibt den index von der vertex liste zurück, für conditioned rendering public int AddLine(Maths.Vector3 from, Maths.Vector3 to, Color color) { var col = (RawColor4)color; int idx = _Vertices.Count; _Vertices.Add(new Detail.Vertex3D(from.X, from.Y, from.Z, col)); _Vertices.Add(new Detail.Vertex3D(to.X, to.Y, to.Z, col)); return(idx); }
public void Trim() { _Batches.Add(_Dummy); _Dummy.IndexCount = _Dummy.VertexCount = 0; _Dummy.Texture = null; }
public void AppendIndex(short index) { _Indices.Add(index); _Dummy.IndexCount++; _Synchronised = false; }
public void AppendVertex(Vertex vertex) { _Vertices.Add(vertex); _Dummy.VertexCount++; _Synchronised = false; }
internal void AppendVertex(Detail.Vertex2D vertex) { _Vertices.Add(vertex); _Dummy.VertexCount++; _Synchronised = false; }