private VertexPositionTextureShade[] GenerateVertices()
        {
            VertexPositionTextureShade[] cubeVerts = new VertexPositionTextureShade[36];

            // BOTTOM
            cubeVerts[0] = new VertexPositionTextureShade(new Vector3(-1, -1, -1), new Vector2(0, 0), 0.3);
            cubeVerts[1] = new VertexPositionTextureShade(new Vector3(1, -1, -1), new Vector2(0, 0), 0.3);
            cubeVerts[2] = new VertexPositionTextureShade(new Vector3(-1, 1, -1), new Vector2(0, 0), 0.3);
            cubeVerts[3] = new VertexPositionTextureShade(new Vector3(1, -1, -1), new Vector2(0, 0), 0.3);
            cubeVerts[4] = new VertexPositionTextureShade(new Vector3(1, 1, -1), new Vector2(0, 0), 0.3);
            cubeVerts[5] = new VertexPositionTextureShade(new Vector3(-1, 1, -1), new Vector2(0, 0), 0.3);

            // TOP
            cubeVerts[30] = new VertexPositionTextureShade(new Vector3(-1, -1, 1), new Vector2(0, 0), 1.0);
            cubeVerts[31] = new VertexPositionTextureShade(new Vector3(1, -1, 1), new Vector2(0, 0), 1.0);
            cubeVerts[32] = new VertexPositionTextureShade(new Vector3(-1, 1, 1), new Vector2(0, 0), 1.0);
            cubeVerts[33] = new VertexPositionTextureShade(new Vector3(1, -1, 1), new Vector2(0, 0), 1.0);
            cubeVerts[34] = new VertexPositionTextureShade(new Vector3(1, 1, 1), new Vector2(0, 0), 1.0);
            cubeVerts[35] = new VertexPositionTextureShade(new Vector3(-1, 1, 1), new Vector2(0, 0), 1.0);

            // LEFT
            cubeVerts[6] = new VertexPositionTextureShade(new Vector3(-1, -1, -1), new Vector2(0, 0), 0.7);
            cubeVerts[7] = new VertexPositionTextureShade(new Vector3(-1, -1, 1), new Vector2(0, 0), 0.7);
            cubeVerts[8] = new VertexPositionTextureShade(new Vector3(-1, 1, 1), new Vector2(0, 0), 0.7);
            cubeVerts[9] = new VertexPositionTextureShade(new Vector3(-1, -1, -1), new Vector2(0, 0), 0.7);
            cubeVerts[10] = new VertexPositionTextureShade(new Vector3(-1, 1, 1), new Vector2(0, 0), 0.7);
            cubeVerts[11] = new VertexPositionTextureShade(new Vector3(-1, 1, -1), new Vector2(0, 0), 0.7);

            // RIGHT
            cubeVerts[12] = new VertexPositionTextureShade(new Vector3(1, -1, -1), new Vector2(0, 0), 0.7);
            cubeVerts[13] = new VertexPositionTextureShade(new Vector3(1, -1, 1), new Vector2(0, 0), 0.7);
            cubeVerts[14] = new VertexPositionTextureShade(new Vector3(1, 1, 1), new Vector2(0, 0), 0.7);
            cubeVerts[15] = new VertexPositionTextureShade(new Vector3(1, -1, -1), new Vector2(0, 0), 0.7);
            cubeVerts[16] = new VertexPositionTextureShade(new Vector3(1, 1, 1), new Vector2(0, 0), 0.7);
            cubeVerts[17] = new VertexPositionTextureShade(new Vector3(1, 1, -1), new Vector2(0, 0), 0.7);

            // FRONT
            cubeVerts[18] = new VertexPositionTextureShade(new Vector3(-1, 1, -1), new Vector2(0, 0), 0.5);
            cubeVerts[19] = new VertexPositionTextureShade(new Vector3(-1, 1, 1), new Vector2(0, 0), 0.5);
            cubeVerts[20] = new VertexPositionTextureShade(new Vector3(1, 1, 1), new Vector2(0, 0), 0.5);
            cubeVerts[21] = new VertexPositionTextureShade(new Vector3(-1, 1, -1), new Vector2(0, 0), 0.5);
            cubeVerts[22] = new VertexPositionTextureShade(new Vector3(1, 1, 1), new Vector2(0, 0), 0.5);
            cubeVerts[23] = new VertexPositionTextureShade(new Vector3(1, 1, -1), new Vector2(0, 0), 0.5);

            // BACK
            cubeVerts[24] = new VertexPositionTextureShade(new Vector3(-1, -1, -1), new Vector2(0, 0), 0.5);
            cubeVerts[25] = new VertexPositionTextureShade(new Vector3(-1, -1, 1), new Vector2(0, 0), 0.5);
            cubeVerts[26] = new VertexPositionTextureShade(new Vector3(1, -1, 1), new Vector2(0, 0), 0.5);
            cubeVerts[27] = new VertexPositionTextureShade(new Vector3(-1, -1, -1), new Vector2(0, 0), 0.5);
            cubeVerts[28] = new VertexPositionTextureShade(new Vector3(1, -1, 1), new Vector2(0, 0), 0.5);
            cubeVerts[29] = new VertexPositionTextureShade(new Vector3(1, -1, -1), new Vector2(0, 0), 0.5);

            return cubeVerts;
        }
Esempio n. 2
0
        private VertexPositionTextureShade[] GenerateVertices()
        {
            VertexPositionTextureShade[] cubeVerts = new VertexPositionTextureShade[36];

            // BOTTOM
            cubeVerts[0] = new VertexPositionTextureShade(new Vector3(-1, -1, -1), new Vector2(0, 0), 0.3f);
            cubeVerts[1] = new VertexPositionTextureShade(new Vector3(1, -1, -1), new Vector2(0, 0), 0.3f);
            cubeVerts[2] = new VertexPositionTextureShade(new Vector3(-1, 1, -1), new Vector2(0, 0), 0.3f);
            cubeVerts[3] = new VertexPositionTextureShade(new Vector3(1, -1, -1), new Vector2(0, 0), 0.3f);
            cubeVerts[4] = new VertexPositionTextureShade(new Vector3(1, 1, -1), new Vector2(0, 0), 0.3f);
            cubeVerts[5] = new VertexPositionTextureShade(new Vector3(-1, 1, -1), new Vector2(0, 0), 0.3f);

            // TOP
            cubeVerts[30] = new VertexPositionTextureShade(new Vector3(-1, -1, 1), new Vector2(0, 0), 1.0f);
            cubeVerts[31] = new VertexPositionTextureShade(new Vector3(1, -1, 1), new Vector2(0, 0), 1.0f);
            cubeVerts[32] = new VertexPositionTextureShade(new Vector3(-1, 1, 1), new Vector2(0, 0), 1.0f);
            cubeVerts[33] = new VertexPositionTextureShade(new Vector3(1, -1, 1), new Vector2(0, 0), 1.0f);
            cubeVerts[34] = new VertexPositionTextureShade(new Vector3(1, 1, 1), new Vector2(0, 0), 1.0f);
            cubeVerts[35] = new VertexPositionTextureShade(new Vector3(-1, 1, 1), new Vector2(0, 0), 1.0f);

            // LEFT
            cubeVerts[6]  = new VertexPositionTextureShade(new Vector3(-1, -1, -1), new Vector2(0, 0), 0.7f);
            cubeVerts[7]  = new VertexPositionTextureShade(new Vector3(-1, -1, 1), new Vector2(0, 0), 0.7f);
            cubeVerts[8]  = new VertexPositionTextureShade(new Vector3(-1, 1, 1), new Vector2(0, 0), 0.7f);
            cubeVerts[9]  = new VertexPositionTextureShade(new Vector3(-1, -1, -1), new Vector2(0, 0), 0.7f);
            cubeVerts[10] = new VertexPositionTextureShade(new Vector3(-1, 1, 1), new Vector2(0, 0), 0.7f);
            cubeVerts[11] = new VertexPositionTextureShade(new Vector3(-1, 1, -1), new Vector2(0, 0), 0.7f);

            // RIGHT
            cubeVerts[12] = new VertexPositionTextureShade(new Vector3(1, -1, -1), new Vector2(0, 0), 0.7f);
            cubeVerts[13] = new VertexPositionTextureShade(new Vector3(1, -1, 1), new Vector2(0, 0), 0.7f);
            cubeVerts[14] = new VertexPositionTextureShade(new Vector3(1, 1, 1), new Vector2(0, 0), 0.7f);
            cubeVerts[15] = new VertexPositionTextureShade(new Vector3(1, -1, -1), new Vector2(0, 0), 0.7f);
            cubeVerts[16] = new VertexPositionTextureShade(new Vector3(1, 1, 1), new Vector2(0, 0), 0.7f);
            cubeVerts[17] = new VertexPositionTextureShade(new Vector3(1, 1, -1), new Vector2(0, 0), 0.7f);

            // FRONT
            cubeVerts[18] = new VertexPositionTextureShade(new Vector3(-1, 1, -1), new Vector2(0, 0), 0.5f);
            cubeVerts[19] = new VertexPositionTextureShade(new Vector3(-1, 1, 1), new Vector2(0, 0), 0.5f);
            cubeVerts[20] = new VertexPositionTextureShade(new Vector3(1, 1, 1), new Vector2(0, 0), 0.5f);
            cubeVerts[21] = new VertexPositionTextureShade(new Vector3(-1, 1, -1), new Vector2(0, 0), 0.5f);
            cubeVerts[22] = new VertexPositionTextureShade(new Vector3(1, 1, 1), new Vector2(0, 0), 0.5f);
            cubeVerts[23] = new VertexPositionTextureShade(new Vector3(1, 1, -1), new Vector2(0, 0), 0.5f);

            // BACK
            cubeVerts[24] = new VertexPositionTextureShade(new Vector3(-1, -1, -1), new Vector2(0, 0), 0.5f);
            cubeVerts[25] = new VertexPositionTextureShade(new Vector3(-1, -1, 1), new Vector2(0, 0), 0.5f);
            cubeVerts[26] = new VertexPositionTextureShade(new Vector3(1, -1, 1), new Vector2(0, 0), 0.5f);
            cubeVerts[27] = new VertexPositionTextureShade(new Vector3(-1, -1, -1), new Vector2(0, 0), 0.5f);
            cubeVerts[28] = new VertexPositionTextureShade(new Vector3(1, -1, 1), new Vector2(0, 0), 0.5f);
            cubeVerts[29] = new VertexPositionTextureShade(new Vector3(1, -1, -1), new Vector2(0, 0), 0.5f);

            return(cubeVerts);
        }
Esempio n. 3
0
        // Create a dynamic vertex buffer. The arguments texture and region are used to flag a content reload if the device is lost.
        private DynamicVertexBuffer CreateVertexBufferFromFaceList(Dictionary <uint, bool> faceList, int texture, int region)
        {
            if (faceList.Count == 0)
            {
                return(null);
            }

            VertexPositionTextureShade[] vertexList = new VertexPositionTextureShade[faceList.Count * 6];
            ulong vertexPointer = 0;

            foreach (uint faceInfo in faceList.Keys)
            {
                BuildFaceVertices(ref vertexList, vertexPointer, faceInfo, texture == (int)BlockTexture.Spikes);
                vertexPointer += 6;
            }
            DynamicVertexBuffer vertexBuffer = new DynamicVertexBuffer(gameInstance.GraphicsDevice, vertexDeclaration, vertexList.Length * VertexPositionTextureShade.SizeInBytes, BufferUsage.WriteOnly);

            //vertexBuffer.ContentLost += new EventHandler(vertexBuffer_ContentLost); //TO DO
            vertexBuffer.Tag = new DynamicVertexBufferTag(this, texture, region);
            vertexBuffer.SetData(vertexList);
            return(vertexBuffer);
        }
Esempio n. 4
0
        private void BuildFaceVertices(ref VertexPositionTextureShade[] vertexList, ulong vertexPointer, uint faceInfo, bool isShockBlock)
        {
            // Decode the face information.
            ushort x = 0, y = 0, z = 0;
            BlockFaceDirection faceDir = BlockFaceDirection.MAXIMUM;
            DecodeBlockFace(faceInfo, ref x, ref y, ref z, ref faceDir);

            // Insert the vertices.
            switch (faceDir)
            {
                case BlockFaceDirection.XIncreasing:
                    {
                        vertexList[vertexPointer + 0] = new VertexPositionTextureShade(new Vector3(x + 1, y + 1, z + 1), new Vector2(0, 0), 0.6);
                        vertexList[vertexPointer + 1] = new VertexPositionTextureShade(new Vector3(x + 1, y + 1, z), new Vector2(1, 0), 0.6);
                        vertexList[vertexPointer + 2] = new VertexPositionTextureShade(new Vector3(x + 1, y, z + 1), new Vector2(0, 1), 0.6);
                        vertexList[vertexPointer + 3] = new VertexPositionTextureShade(new Vector3(x + 1, y, z + 1), new Vector2(0, 1), 0.6);
                        vertexList[vertexPointer + 4] = new VertexPositionTextureShade(new Vector3(x + 1, y + 1, z), new Vector2(1, 0), 0.6);
                        vertexList[vertexPointer + 5] = new VertexPositionTextureShade(new Vector3(x + 1, y, z), new Vector2(1, 1), 0.6);
                    }
                    break;


                case BlockFaceDirection.XDecreasing:
                    {
                        vertexList[vertexPointer + 0] = new VertexPositionTextureShade(new Vector3(x, y + 1, z), new Vector2(0, 0), 0.6);
                        vertexList[vertexPointer + 1] = new VertexPositionTextureShade(new Vector3(x, y + 1, z + 1), new Vector2(1, 0), 0.6);
                        vertexList[vertexPointer + 2] = new VertexPositionTextureShade(new Vector3(x, y, z + 1), new Vector2(1, 1), 0.6);
                        vertexList[vertexPointer + 3] = new VertexPositionTextureShade(new Vector3(x, y + 1, z), new Vector2(0, 0), 0.6);
                        vertexList[vertexPointer + 4] = new VertexPositionTextureShade(new Vector3(x, y, z + 1), new Vector2(1, 1), 0.6);
                        vertexList[vertexPointer + 5] = new VertexPositionTextureShade(new Vector3(x, y, z), new Vector2(0, 1), 0.6);
                    }
                    break;

                case BlockFaceDirection.YIncreasing:
                    {
                        vertexList[vertexPointer + 0] = new VertexPositionTextureShade(new Vector3(x, y + 1, z), new Vector2(0, 1), 0.8);
                        vertexList[vertexPointer + 1] = new VertexPositionTextureShade(new Vector3(x + 1, y + 1, z), new Vector2(0, 0), 0.8);
                        vertexList[vertexPointer + 2] = new VertexPositionTextureShade(new Vector3(x + 1, y + 1, z + 1), new Vector2(1, 0), 0.8);
                        vertexList[vertexPointer + 3] = new VertexPositionTextureShade(new Vector3(x, y + 1, z), new Vector2(0, 1), 0.8);
                        vertexList[vertexPointer + 4] = new VertexPositionTextureShade(new Vector3(x + 1, y + 1, z + 1), new Vector2(1, 0), 0.8);
                        vertexList[vertexPointer + 5] = new VertexPositionTextureShade(new Vector3(x, y + 1, z + 1), new Vector2(1, 1), 0.8);
                    }
                    break;

                case BlockFaceDirection.YDecreasing:
                    {
                        vertexList[vertexPointer + 0] = new VertexPositionTextureShade(new Vector3(x + 1, y, z + 1), new Vector2(0, 0), isShockBlock ? 1.5 : 0.2);
                        vertexList[vertexPointer + 1] = new VertexPositionTextureShade(new Vector3(x + 1, y, z), new Vector2(1, 0), isShockBlock ? 1.5 : 0.2);
                        vertexList[vertexPointer + 2] = new VertexPositionTextureShade(new Vector3(x, y, z + 1), new Vector2(0, 1), isShockBlock ? 1.5 : 0.2);
                        vertexList[vertexPointer + 3] = new VertexPositionTextureShade(new Vector3(x, y, z + 1), new Vector2(0, 1), isShockBlock ? 1.5 : 0.2);
                        vertexList[vertexPointer + 4] = new VertexPositionTextureShade(new Vector3(x + 1, y, z), new Vector2(1, 0), isShockBlock ? 1.5 : 0.2);
                        vertexList[vertexPointer + 5] = new VertexPositionTextureShade(new Vector3(x, y, z), new Vector2(1, 1), isShockBlock ? 1.5 : 0.2);
                    }
                    break;

                case BlockFaceDirection.ZIncreasing:
                    {
                        vertexList[vertexPointer + 0] = new VertexPositionTextureShade(new Vector3(x, y + 1, z + 1), new Vector2(0, 0), 0.4);
                        vertexList[vertexPointer + 1] = new VertexPositionTextureShade(new Vector3(x + 1, y + 1, z + 1), new Vector2(1, 0), 0.4);
                        vertexList[vertexPointer + 2] = new VertexPositionTextureShade(new Vector3(x + 1, y, z + 1), new Vector2(1, 1), 0.4);
                        vertexList[vertexPointer + 3] = new VertexPositionTextureShade(new Vector3(x, y + 1, z + 1), new Vector2(0, 0), 0.4);
                        vertexList[vertexPointer + 4] = new VertexPositionTextureShade(new Vector3(x + 1, y, z + 1), new Vector2(1, 1), 0.4);
                        vertexList[vertexPointer + 5] = new VertexPositionTextureShade(new Vector3(x, y, z + 1), new Vector2(0, 1), 0.4);
                    }
                    break;

                case BlockFaceDirection.ZDecreasing:
                    {
                        vertexList[vertexPointer + 0] = new VertexPositionTextureShade(new Vector3(x + 1, y + 1, z), new Vector2(0, 0), 0.4);
                        vertexList[vertexPointer + 1] = new VertexPositionTextureShade(new Vector3(x, y + 1, z), new Vector2(1, 0), 0.4);
                        vertexList[vertexPointer + 2] = new VertexPositionTextureShade(new Vector3(x + 1, y, z), new Vector2(0, 1), 0.4);
                        vertexList[vertexPointer + 3] = new VertexPositionTextureShade(new Vector3(x + 1, y, z), new Vector2(0, 1), 0.4);
                        vertexList[vertexPointer + 4] = new VertexPositionTextureShade(new Vector3(x, y + 1, z), new Vector2(1, 0), 0.4);
                        vertexList[vertexPointer + 5] = new VertexPositionTextureShade(new Vector3(x, y, z), new Vector2(1, 1), 0.4);
                    }
                    break;
            }
        }
Esempio n. 5
0
        // Create a dynamic vertex buffer. The arguments texture and region are used to flag a content reload if the device is lost.
        private DynamicVertexBuffer CreateVertexBufferFromFaceList(Dictionary<uint, bool> faceList, int texture, int region)
        {
            if (faceList.Count == 0)
                return null;

            VertexPositionTextureShade[] vertexList = new VertexPositionTextureShade[faceList.Count * 6];
            ulong vertexPointer = 0;
            foreach (uint faceInfo in faceList.Keys)
            {
                BuildFaceVertices(ref vertexList, vertexPointer, faceInfo, texture == (int)BlockTexture.Spikes);
                vertexPointer += 6;            
            }
            DynamicVertexBuffer vertexBuffer = new DynamicVertexBuffer(gameInstance.GraphicsDevice, vertexList.Length * VertexPositionTextureShade.SizeInBytes, BufferUsage.WriteOnly);
            vertexBuffer.ContentLost += new EventHandler(vertexBuffer_ContentLost);
            vertexBuffer.Tag = new DynamicVertexBufferTag(this, texture, region);
            vertexBuffer.SetData(vertexList);
            return vertexBuffer;
        }
Esempio n. 6
0
        private void BuildFaceVertices(ref VertexPositionTextureShade[] vertexList, ulong vertexPointer, uint faceInfo, bool isShockBlock)
        {
            // Decode the face information.
            ushort             x = 0, y = 0, z = 0;
            BlockFaceDirection faceDir = BlockFaceDirection.MAXIMUM;

            DecodeBlockFace(faceInfo, ref x, ref y, ref z, ref faceDir);

            // Insert the vertices.
            switch (faceDir)
            {
            case BlockFaceDirection.XIncreasing:
            {
                vertexList[vertexPointer + 0] = new VertexPositionTextureShade(new Vector3(x + 1, y + 1, z + 1), new Vector2(0, 0), 0.6);
                vertexList[vertexPointer + 1] = new VertexPositionTextureShade(new Vector3(x + 1, y + 1, z), new Vector2(1, 0), 0.6);
                vertexList[vertexPointer + 2] = new VertexPositionTextureShade(new Vector3(x + 1, y, z + 1), new Vector2(0, 1), 0.6);
                vertexList[vertexPointer + 3] = new VertexPositionTextureShade(new Vector3(x + 1, y, z + 1), new Vector2(0, 1), 0.6);
                vertexList[vertexPointer + 4] = new VertexPositionTextureShade(new Vector3(x + 1, y + 1, z), new Vector2(1, 0), 0.6);
                vertexList[vertexPointer + 5] = new VertexPositionTextureShade(new Vector3(x + 1, y, z), new Vector2(1, 1), 0.6);
            }
            break;


            case BlockFaceDirection.XDecreasing:
            {
                vertexList[vertexPointer + 0] = new VertexPositionTextureShade(new Vector3(x, y + 1, z), new Vector2(0, 0), 0.6);
                vertexList[vertexPointer + 1] = new VertexPositionTextureShade(new Vector3(x, y + 1, z + 1), new Vector2(1, 0), 0.6);
                vertexList[vertexPointer + 2] = new VertexPositionTextureShade(new Vector3(x, y, z + 1), new Vector2(1, 1), 0.6);
                vertexList[vertexPointer + 3] = new VertexPositionTextureShade(new Vector3(x, y + 1, z), new Vector2(0, 0), 0.6);
                vertexList[vertexPointer + 4] = new VertexPositionTextureShade(new Vector3(x, y, z + 1), new Vector2(1, 1), 0.6);
                vertexList[vertexPointer + 5] = new VertexPositionTextureShade(new Vector3(x, y, z), new Vector2(0, 1), 0.6);
            }
            break;

            case BlockFaceDirection.YIncreasing:
            {
                vertexList[vertexPointer + 0] = new VertexPositionTextureShade(new Vector3(x, y + 1, z), new Vector2(0, 1), 0.8);
                vertexList[vertexPointer + 1] = new VertexPositionTextureShade(new Vector3(x + 1, y + 1, z), new Vector2(0, 0), 0.8);
                vertexList[vertexPointer + 2] = new VertexPositionTextureShade(new Vector3(x + 1, y + 1, z + 1), new Vector2(1, 0), 0.8);
                vertexList[vertexPointer + 3] = new VertexPositionTextureShade(new Vector3(x, y + 1, z), new Vector2(0, 1), 0.8);
                vertexList[vertexPointer + 4] = new VertexPositionTextureShade(new Vector3(x + 1, y + 1, z + 1), new Vector2(1, 0), 0.8);
                vertexList[vertexPointer + 5] = new VertexPositionTextureShade(new Vector3(x, y + 1, z + 1), new Vector2(1, 1), 0.8);
            }
            break;

            case BlockFaceDirection.YDecreasing:
            {
                vertexList[vertexPointer + 0] = new VertexPositionTextureShade(new Vector3(x + 1, y, z + 1), new Vector2(0, 0), isShockBlock ? 1.5 : 0.2);
                vertexList[vertexPointer + 1] = new VertexPositionTextureShade(new Vector3(x + 1, y, z), new Vector2(1, 0), isShockBlock ? 1.5 : 0.2);
                vertexList[vertexPointer + 2] = new VertexPositionTextureShade(new Vector3(x, y, z + 1), new Vector2(0, 1), isShockBlock ? 1.5 : 0.2);
                vertexList[vertexPointer + 3] = new VertexPositionTextureShade(new Vector3(x, y, z + 1), new Vector2(0, 1), isShockBlock ? 1.5 : 0.2);
                vertexList[vertexPointer + 4] = new VertexPositionTextureShade(new Vector3(x + 1, y, z), new Vector2(1, 0), isShockBlock ? 1.5 : 0.2);
                vertexList[vertexPointer + 5] = new VertexPositionTextureShade(new Vector3(x, y, z), new Vector2(1, 1), isShockBlock ? 1.5 : 0.2);
            }
            break;

            case BlockFaceDirection.ZIncreasing:
            {
                vertexList[vertexPointer + 0] = new VertexPositionTextureShade(new Vector3(x, y + 1, z + 1), new Vector2(0, 0), 0.4);
                vertexList[vertexPointer + 1] = new VertexPositionTextureShade(new Vector3(x + 1, y + 1, z + 1), new Vector2(1, 0), 0.4);
                vertexList[vertexPointer + 2] = new VertexPositionTextureShade(new Vector3(x + 1, y, z + 1), new Vector2(1, 1), 0.4);
                vertexList[vertexPointer + 3] = new VertexPositionTextureShade(new Vector3(x, y + 1, z + 1), new Vector2(0, 0), 0.4);
                vertexList[vertexPointer + 4] = new VertexPositionTextureShade(new Vector3(x + 1, y, z + 1), new Vector2(1, 1), 0.4);
                vertexList[vertexPointer + 5] = new VertexPositionTextureShade(new Vector3(x, y, z + 1), new Vector2(0, 1), 0.4);
            }
            break;

            case BlockFaceDirection.ZDecreasing:
            {
                vertexList[vertexPointer + 0] = new VertexPositionTextureShade(new Vector3(x + 1, y + 1, z), new Vector2(0, 0), 0.4);
                vertexList[vertexPointer + 1] = new VertexPositionTextureShade(new Vector3(x, y + 1, z), new Vector2(1, 0), 0.4);
                vertexList[vertexPointer + 2] = new VertexPositionTextureShade(new Vector3(x + 1, y, z), new Vector2(0, 1), 0.4);
                vertexList[vertexPointer + 3] = new VertexPositionTextureShade(new Vector3(x + 1, y, z), new Vector2(0, 1), 0.4);
                vertexList[vertexPointer + 4] = new VertexPositionTextureShade(new Vector3(x, y + 1, z), new Vector2(1, 0), 0.4);
                vertexList[vertexPointer + 5] = new VertexPositionTextureShade(new Vector3(x, y, z), new Vector2(1, 1), 0.4);
            }
            break;
            }
        }