public override object Parse(Asset asset, BinaryReader reader, AssetImportCollection imports, AssetParseContext context) { // TODO: Create ModelMesh object here. var w3xMesh = W3xMesh.Parse(reader, imports, asset.Header); return(null); }
public override object Parse(Asset asset, BinaryReader reader, AssetImportCollection imports, AssetParseContext context) { return(W3xMesh.Parse(reader, imports, asset.Header)); //var effectName = shaderName.Replace(".fx", string.Empty); //var effect = context.EffectLibrary.GetEffect( // shaderName, // vertexDescriptors); //// TODO: Extract state properties from shader material. //var rasterizerState = RasterizerStateDescriptionUtility.DefaultFrontIsCounterClockwise; //var depthState = DepthStencilStateDescription.DepthOnlyLessEqual; //var blendState = BlendStateDescription.SingleDisabled; //var material = new ShaderMaterial(context.EffectLibrary, effect) //{ // PipelineState = new EffectPipelineState( // rasterizerState, // depthState, // blendState, // RenderPipeline.GameOutputDescription) //}; //var materialPasses = new ModelMeshMaterialPass[1]; //materialPasses[0] = new ModelMeshMaterialPass( // context.GraphicsDevice, // null, // new ModelMeshPart[] // { // new ModelMeshPart(0, (uint) indices.Length, material) // }); //return new ModelMesh( // context.GraphicsDevice, // asset.Name, // vertexData, // indices, // effect, // materialPasses, // false, // isSkinned, // null, // parentBone, // 0, // numBones, // boundingBox, // hidden, // geometryType == MeshGeometryType.CameraOriented); }
internal static ModelMesh ParseAsset(BinaryReader reader, Asset asset, AssetImportCollection imports, AssetParseContext context) { var w3xMesh = W3xMesh.Parse(reader, imports, asset.Header); return(new ModelMesh(w3xMesh, asset, context.AssetStore.LoadContext)); }
public override object Parse(Asset asset, BinaryReader reader, AssetImportCollection imports, AssetParseContext context) { var w3xMesh = W3xMesh.Parse(reader, imports, asset.Header); return(new ModelMesh(w3xMesh, asset, context.AssetStore.LoadContext)); }