Esempio n. 1
0
 /// <summary>
 /// Binds each vertex buffer in the mesh to a stream.
 /// </summary>
 private void BindVertexStreams()
 {
     // The game actually loads buffers from specific indices, but it's
     // dependent upon what type of mesh is being loaded. Instead, we
     // can just scan the entire array and bind everything as an
     // approximation.
     foreach (var bufferIndex in Mesh.VertexBufferIndices.Where(i => i < Definition.VertexBuffers.Count))
     {
         // Use the buffer format to determine the stream index
         var buffer = Definition.VertexBuffers[bufferIndex].Definition;
         if (!VertexBufferStreams.TryGetValue(buffer.Format, out int streamIndex))
         {
             continue;
         }
         VertexStreams[streamIndex] = buffer;
     }
 }
Esempio n. 2
0
 /// <summary>
 /// Binds each vertex buffer in the mesh to a stream.
 /// </summary>
 private void BindVertexStreams()
 {
     // The game actually loads buffers from specific indices, but it's
     // dependent upon what type of mesh is being loaded. Instead, we
     // can just scan the entire array and bind everything as an
     // approximation.
     foreach (var buffer in Mesh.ResourceVertexBuffers)
     {
         if (buffer != null)
         {
             if (!VertexBufferStreams.TryGetValue(buffer.Format, out int streamIndex))
             {
                 continue;
             }
             VertexStreams[streamIndex] = buffer;
         }
     }
 }