Esempio n. 1
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        /// <summary>
        /// Creates a new index buffer implementation.
        /// </summary>
        /// <param name="format">Index format, 16 or 32 bits.</param>
        /// <param name="indexCount">Number of indices</param>
        /// <param name="usage">Resource usage</param>
        /// <returns>
        /// Index buffer implementation
        /// </returns>
        public IndexBufferImplementation CreateIndexBufferImplementation(IndexFormat format, int indexCount, ResourceUsage usage)
        {
            D3D10IndexBufferImplementation impl = new D3D10IndexBufferImplementation(_renderer, format, indexCount, usage);

            SetGraphicsID(impl);
            return(impl);
        }
Esempio n. 2
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        /// <summary>
        /// Creates a new index buffer implementation popualted with the specified Int16 data.
        /// </summary>
        /// <param name="data">DataBuffer to copy from</param>
        /// <param name="usage">Resource usage</param>
        /// <returns>
        /// Index buffer implementation
        /// </returns>
        public IndexBufferImplementation CreateIndexBufferImplementation(DataBuffer <short> data, ResourceUsage usage)
        {
            D3D10IndexBufferImplementation impl = new D3D10IndexBufferImplementation(_renderer, data, usage);

            SetGraphicsID(impl);
            return(impl);
        }
Esempio n. 3
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 /// <summary>
 /// Sets the index buffer.
 /// </summary>
 /// <param name="ib">The ib.</param>
 public override void SetIndexBuffer(IndexBuffer ib)
 {
     _currentIndexBuffer = ib;
     if (ib != null)
     {
         D3D10Helper.CheckDisposed(ib);
         D3D10IndexBufferImplementation impl = (D3D10IndexBufferImplementation)ib.Implementation;
         _graphicsDevice.InputAssembler.SetIndexBuffer(impl.D3DIndexBuffer, impl.D3DIndexFormat, 0);
     }
 }