/// <inheritdoc /> public override unsafe void PatchVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY, ref ParticleList sorter) { // If you want, you can integrate the base builder here and not call it. It should result in slight speed up base.PatchVertexBuffer(ref bufferState, invViewX, invViewY, ref sorter); var colorField = sorter.GetField(ParticleFields.Color); if (!colorField.IsValid()) { return; } var colAttribute = bufferState.GetAccessor(VertexAttributes.Color); if (colAttribute.Size <= 0) { return; } foreach (var particle in sorter) { // Set the vertex color attribute to the particle's color field var color = (uint)(*(Color4 *)particle[colorField]).ToRgba(); bufferState.SetAttributePerSegment(colAttribute, (IntPtr)(&color)); bufferState.NextSegment(); } bufferState.StartOver(); }
/// <inheritdoc /> public override unsafe void PatchVertexBuffer(ref ParticleBufferState bufferState, Vector3 invViewX, Vector3 invViewY, ref ParticleList sorter) { // If you want, you can integrate the base builder here and not call it. It should result in slight speed up base.PatchVertexBuffer(ref bufferState, invViewX, invViewY, ref sorter); var colorField = sorter.GetField(ParticleFields.Color); if (!colorField.IsValid()) return; var colAttribute = bufferState.GetAccessor(VertexAttributes.Color); if (colAttribute.Size <= 0) return; foreach (var particle in sorter) { // Set the vertex color attribute to the particle's color field var color = (uint)(*(Color4*)particle[colorField]).ToRgba(); bufferState.SetAttributePerSegment(colAttribute, (IntPtr)(&color)); bufferState.NextSegment(); } bufferState.StartOver(); }