Esempio n. 1
0
    static StepModel()
    {
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 1.0f)));   //h
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 0.0f)));  //e
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 1.0f)));    //c

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 1.0f)));    //c
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 0.0f)));  //e
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.25f, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 0.0f)));   //d

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 1.0f)));    //c
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.25f, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 0.0f)));   //d
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 1.0f)));   //b

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.0f))); //e
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 1.0f)));  //h
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f))); //a

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(0, 0, -1), new Vector2(1, 0)));       //e
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(1, 1)));       //a
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0, 1)));        //b

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0, 1)));        //b
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.25f, 0.5f), new Vector3(0, 0, -1), new Vector2(0, 0)));        //d
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(0, 0, -1), new Vector2(1, 0)));       //e

        SetupVb();
    }
Esempio n. 2
0
    static CrossModel()
    {
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0), Vector3.Backward, new Vector2(0, 1)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0), Vector3.Backward, new Vector2(0, 0)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0), Vector3.Backward, new Vector2(1, 0)));

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0), Vector3.Backward, new Vector2(1, 0)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0), Vector3.Backward, new Vector2(1, 1)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0), Vector3.Backward, new Vector2(0, 1)));

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, 0.5f, -0.5f), Vector3.Backward, new Vector2(0, 0)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, -0.5f, -0.5f), Vector3.Backward, new Vector2(0, 1)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, -0.5f, 0), Vector3.Backward, new Vector2(1, 1)));

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, -0.5f, 0), Vector3.Backward, new Vector2(1, 1)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, 0.5f, 0), Vector3.Backward, new Vector2(1, 0)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, 0.5f, -0.5f), Vector3.Backward, new Vector2(0, 0)));

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, 0.5f, 0), Vector3.Backward, new Vector2(0, 0)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, -0.5f, 0), Vector3.Backward, new Vector2(0, 1)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, -0.5f, 0.5f), Vector3.Backward, new Vector2(1, 1)));

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, -0.5f, 0.5f), Vector3.Backward, new Vector2(1, 1)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, 0.5f, 0.5f), Vector3.Backward, new Vector2(1, 0)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, 0.5f, 0), Vector3.Backward, new Vector2(0, 0)));

        SetupVb();
    }
    static CliffCornerModel()
    {
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(0, 1)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(0, 0)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(1, 0)));

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(1, 0)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(1, 1)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(0, 1)));

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.0f)));  //e
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 1.0f)));   //h
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.25f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f)));  //a

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 1.0f)));    //h
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 0.0f)));   //e
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.25f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 1.0f)));   //c

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.25f, -0.5f, 0.25f), new Vector3(1, 0, 0), new Vector2(0.0f, 1.0f)));  //b
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.25f, -0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 1.0f)));   //c
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 0.0f)));   //e

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(0, 0, -1), new Vector2(1.0f, 0.0f)));  //e
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.25f), new Vector3(0, 0, -1), new Vector2(1.0f, 1.0f)));  //a
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.25f, -0.5f, 0.25f), new Vector3(0, 0, -1), new Vector2(0.0f, 1.0f))); //b

        SetupVb();
    }
Esempio n. 4
0
    static CliffInsideModel()
    {
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(0, 1)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(0, 0)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(1, 0)));

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(1, 0)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(1, 1)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(0, 1)));

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.25f), Vector3.Forward, new Vector2(0.0f, 1.0f)));        //h
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), Vector3.Forward, new Vector2(0.0f, 0.0f)));        //e
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.25f), Vector3.Forward, new Vector2(1.0f, 1.0f)));         //c

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.25f), Vector3.Forward, new Vector2(1.0f, 1.0f)));         //c
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), Vector3.Forward, new Vector2(0.0f, 0.0f)));        //e
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.25f, 0.5f), Vector3.Forward, new Vector2(1.0f, 0.0f)));         //d

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.0f)));  //e
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.25f, -0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 1.0f)));  //h
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.25f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f))); //a

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.25f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f))); //a
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 0.0f))); //f
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.0f)));  //e

        SetupVb();
    }
Esempio n. 5
0
        static void Main()
        {
            #region NetTest
            //NetPeerConfiguration config = new NetPeerConfiguration("Watchtower");
            //config.Port = 26556;

            //Console.Title = "CLIENT";
            //Console.ForegroundColor = ConsoleColor.White;
            //Console.WriteLine("Press any key to connect.");
            //Console.ReadKey();

            //NetClient client = new NetClient(config);
            //client.Start();
            //NetOutgoingMessage hailMessage = client.CreateMessage("Hello");
            //client.Connect("localhost", 26555, hailMessage);
            ////Settings settings = Settings.Load("Settings.txt");
            ////Game.Initialize(settings);
            //NetIncomingMessage incomingMessage;
            //while (true)
            //{
            //    while ((incomingMessage = client.ReadMessage()) != null)
            //    {
            //        Console.WriteLine("Server:" + incomingMessage.ReadString());
            //    }
            //}
            //
            //Console.ReadKey();
            #endregion


            float[] x = new float[]
            {
                0.5f, 0.5f, -0.5f,
                0.5f, 0.5f, 0.5f,
                0.5f, -0.5f, -0.5f,
                0.5f, -0.5f, 0.5f,
                -0.5f, 0.5f, -0.5f,
                -0.5f, 0.5f, 0.5f,
                -0.5f, -0.5f, 0.5f,
                -0.5f, -0.5f, 0.5f
            };
            VertexData xyzd = new VertexData();
            xyzd.Vertices = x;
            xyzd.Add(xyzd);



            Settings settings = Settings.Load("Settings.txt");
            if (!File.Exists("Settings.txt"))
            {
                settings.Save("Settings.txt");
            }
            Game.Initialize(settings);
        }
Esempio n. 6
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    static FloorModel()
    {
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(0, 1)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(0, 0)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(1, 0)));

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(1, 0)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(1, 1)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(0, 1)));

        SetupVb();
    }
Esempio n. 7
0
    static CubeModel()
    {
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 1.0f)));   //h
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 0.0f)));    //e
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 1.0f)));    //c

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 1.0f)));    //c
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 0.0f)));    //e
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 0.0f)));     //d

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 1.0f)));    //c
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 0.0f)));     //d
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 1.0f)));   //b

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 1.0f)));   //b
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 0.0f)));     //d
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 0.0f)));    //g

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.0f)));   //e
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 1.0f)));  //h
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f))); //a

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f))); //a
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 0.0f)));  //f
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.0f)));   //e

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(1.0f, 0.0f)));  //f
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(1.0f, 1.0f))); //a
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0.0f, 1.0f)));  //b

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0.0f, 1.0f)));  //b
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0.0f, 0.0f)));   //g
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(1.0f, 0.0f)));  //f

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), Vector3.Up, new Vector2(0, 1)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), Vector3.Up, new Vector2(0, 0)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), Vector3.Up, new Vector2(1, 0)));

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), Vector3.Up, new Vector2(1, 0)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0.5f), Vector3.Up, new Vector2(1, 1)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), Vector3.Up, new Vector2(0, 1)));

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Down, new Vector2(0, 1)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), Vector3.Down, new Vector2(0, 0)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Down, new Vector2(1, 0)));

        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Down, new Vector2(1, 0)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), Vector3.Down, new Vector2(1, 1)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Down, new Vector2(0, 1)));

        SetupVb();
    }
Esempio n. 8
0
        internal GCAttach(VertexSet[] vertexData, Mesh[] opaqueMeshes, Mesh[] transprentMeshes)
        {
            VertexData = new();
            foreach (VertexSet v in vertexData)
            {
                if (VertexData.ContainsKey(v.Attribute))
                {
                    throw new ArgumentException($"Vertexdata contains two sets with the attribute {v.Attribute}");
                }
                VertexData.Add(v.Attribute, v);
            }

            OpaqueMeshes      = opaqueMeshes;
            TransparentMeshes = transprentMeshes;

            Name = "attach_" + GenerateIdentifier();
        }
    static StairsModel()
    {
        //Lower stair, front:
        //left vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 0.5f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 0.5f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 1.0f)));
        //right vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 0.5f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 1.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 1.0f)));

        //Lower stair, top:
        //Left vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0), new Vector3(0, 1, 0), new Vector2(0.0f, 0.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0), new Vector3(0, 1, 0), new Vector2(1.0f, 0.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0.5f), new Vector3(0, 1, 0), new Vector2(0.0f, 0.5f)));
        //Right vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0), new Vector3(0, 1, 0), new Vector2(1.0f, 0.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0.5f), new Vector3(0, 1, 0), new Vector2(1.0f, 0.5f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0.5f), new Vector3(0, 1, 0), new Vector2(0.0f, 0.5f)));

        //Upper stair, front:
        //left vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0), new Vector3(0, 0, 1), new Vector2(0.0f, 0.5f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0), new Vector3(0, 0, 1), new Vector2(1.0f, 0.5f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0), new Vector3(0, 0, 1), new Vector2(0.0f, 1.0f)));
        //right vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0), new Vector3(0, 0, 1), new Vector2(1.0f, 0.5f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0), new Vector3(0, 0, 1), new Vector2(1.0f, 1.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0), new Vector3(0, 0, 1), new Vector2(0.0f, 1.0f)));

        //Upper stair, top:
        //Left vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(0, 1, 0), new Vector2(0.0f, 0.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector3(0, 1, 0), new Vector2(1.0f, 0.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0), new Vector3(0, 1, 0), new Vector2(0.0f, 0.5f)));
        //Right vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector3(0, 1, 0), new Vector2(1.0f, 0.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0), new Vector3(0, 1, 0), new Vector2(1.0f, 0.5f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0), new Vector3(0, 1, 0), new Vector2(0.0f, 0.5f)));

        //Back:
        //Left vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0.0f, 0.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(1.0f, 0.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0.0f, 1.0f)));
        //Right vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(1.0f, 0.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(1.0f, 1.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0.0f, 1.0f)));

        //Left side, lower:
        //Left vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 0.5f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.5f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f)));
        //Right vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.5f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 1.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f)));

        //Left side, upper:
        //Left vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 0.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0), new Vector3(-1, 0, 0), new Vector2(0.5f, 0.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 0.5f)));
        //Right vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0), new Vector3(-1, 0, 0), new Vector2(0.5f, 0.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0), new Vector3(-1, 0, 0), new Vector2(0.5f, 0.5f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 0.5f)));

        //Right side, lower:
        //Left vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 0.5f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 0.5f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 1.0f)));
        //Right vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 0.5f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 1.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 1.0f)));

        //Right side, upper:
        //Left vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0), new Vector3(1, 0, 0), new Vector2(0.5f, 0.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 0.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0), new Vector3(1, 0, 0), new Vector2(0.5f, 0.5f)));
        //Right vertex:
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 0.0f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 0.5f)));
        VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0), new Vector3(1, 0, 0), new Vector2(0.5f, 0.5f)));

        SetupVb();
    }