public Vector3h[] GetColorBuffer() { GL.BindTexture(TextureTarget.Texture2D, TexColor); Vector3h[] pixels = new Vector3h[Width * Height]; GL.GetTexImage(TextureTarget.Texture2D, 0, PixelFormat.Rgb, PixelType.HalfFloat, pixels); return(pixels); }
public static void Write(this BinaryWriter writer, Vector3h vector) { writer.Write(vector.x.value); writer.Write(vector.y.value); writer.Write(vector.z.value); writer.Write((ushort)0); // padding }
public Vector3h GetColor(float x, float y) { GL.BindTexture(TextureTarget.Texture2D, TexColor); Vector3h[] pixels = new Vector3h[Width * Height]; GL.GetTexImage(TextureTarget.Texture2D, 0, PixelFormat.Rgba, PixelType.HalfFloat, pixels); return(pixels[(int)(Width * x) + (int)((Height * y) * Width)]); }
public Vector3h[] GetColorBuffer() { GL.BindTexture(TextureTarget.Texture2D, TexColor); Vector3h[] pixels = new Vector3h[Width * Height]; GL.GetTexImage(TextureTarget.Texture2D, 0, PixelFormat.Rgb, PixelType.HalfFloat, pixels); return pixels; }
public Vector3h GetColor(float x, float y) { GL.BindTexture(TextureTarget.Texture2D, TexColor); Vector3h[] pixels = new Vector3h[Width * Height]; GL.GetTexImage(TextureTarget.Texture2D, 0, PixelFormat.Rgba, PixelType.HalfFloat, pixels); return pixels[(int)(Width * x) + (int)((Height * y) * Width)]; }
/// <summary> /// Packs a vector as a <see cref="Int2101010"/>. /// </summary> /// <param name="v">The vector to pack. Each component should be in the range [0, 1].</param> public UInt2101010(Vector3h v) : this(v.X, v.Y, v.Z) { }
public static Vector3h ApplyRightHanded(Vector3h vector) { vector.z = -vector.z; return(vector); }
/// <summary>Read an array of <c>Vector3h</c> values.</summary> public static Vector3h[] ReadArrayVector3h(this BinaryReader reader, int count) { Vector3h[] array = new Vector3h[count]; reader.ReadArray(array, 0, count); return array; }
/// <summary>Read a <see cref="Vector3h"/>.</summary> public static void ReadVector3h(this BinaryReader reader , out Vector3h result) { result.X = reader.ReadFloat16(); result.Y = reader.ReadFloat16(); result.Z = reader.ReadFloat16(); return; }
public Vertex(Vector3 position, Vector3 normal, Vector2 uv, Vector3h color) { Position = position; Normal = normal; Tangent = Vector3.Zero; Color = color; UV = uv; }
public Vertex(Vector3 position, Vector3 normal, Vector2 uv) { Position = position; Normal = normal; Tangent = Vector3.Zero; Color = new Vector3h(1); UV = uv; }
public Vertex(Vector3 position) { Position = position; Normal = Vector3.Zero; Tangent = Vector3.Zero; Color = new Vector3h(1); UV = Vector2.Zero; }
public VertexP3N3T2(Vector3h position, Vector3h normal, Vector2h texCoords) { Position = position; Normal = normal; TexCoords = texCoords; }