Esempio n. 1
0
        public MDXRenderBatch(byte[] data)
        {
            using (MemoryStream ms = new MemoryStream(data))
            {
                using (BinaryReader br = new BinaryReader(ms))
                {
                    this.Flags       = (EMDXRenderBatchFlags)br.ReadByte();
                    this.RenderOrder = br.ReadSByte();

                    this.ShaderID = br.ReadUInt16();

                    this.SubmeshIndex     = br.ReadUInt16();
                    this.GeosetIndex      = br.ReadUInt16();
                    this.ColorIndex       = br.ReadInt16();
                    this.RenderFlagsIndex = br.ReadUInt16();
                    this.Layer            = br.ReadUInt16();
                    this.OPCount          = br.ReadUInt16();

                    this.TextureLookupTableIndex      = br.ReadUInt16();
                    this.RenderBatchLookupTableIndex  = br.ReadUInt16();
                    this.TransparencyLookupTableIndex = br.ReadUInt16();
                    this.UVAnimationLookupTableIndex  = br.ReadUInt16();
                }
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Deserializes a new <see cref="MDXRenderBatch"/> object from given binary data.
        /// </summary>
        /// <param name="data">The binary data containing the batch.</param>
        public MDXRenderBatch(byte[] data)
        {
            using (MemoryStream ms = new MemoryStream(data))
            {
                using (BinaryReader br = new BinaryReader(ms))
                {
                    this.Flags         = (EMDXRenderBatchFlags)br.ReadByte();
                    this.PriorityPlane = br.ReadSByte();

                    this.ShaderID = br.ReadUInt16();

                    this.SkinSectionIndex = br.ReadUInt16();
                    this.GeosetIndex      = br.ReadUInt16();
                    this.ColorIndex       = br.ReadInt16();
                    this.MaterialIndex    = br.ReadUInt16();
                    this.MaterialLayer    = br.ReadUInt16();
                    this.TextureCount     = br.ReadUInt16();

                    this.TextureLookupTableIndex          = br.ReadUInt16();
                    this.TextureMappingLookupTableIndex   = br.ReadUInt16();
                    this.TransparencyLookupTableIndex     = br.ReadUInt16();
                    this.TextureTransformLookupTableIndex = br.ReadUInt16();
                }
            }
        }