コード例 #1
0
ファイル: SSTexturedCube.cs プロジェクト: RealRui/SimpleScene
 static SSTexturedCube()
 {
     int verticesPerQuad = c_vertices.Length;
     SSVertex_PosTex[] vertices = new SSVertex_PosTex[verticesPerQuad * 6];
     for (int f = 0; f < 6; ++f) {
         for (int v = 0; v < verticesPerQuad; ++v) {
             SSVertex_PosTex vertex = c_vertices [v];
             vertex.Position = Vector3.Transform(vertex.Position, c_faceTransforms [f]);
             vertices [f * verticesPerQuad + v] = vertex;
         }
     }
     Instance = new SSVertexBuffer<SSVertex_PosTex> (vertices);
 }
コード例 #2
0
ファイル: SSTexturedQuad.cs プロジェクト: jeske/SimpleScene
 static SSTexturedQuad()
 {
     singleFaceInstance = new SSVertexBuffer<SSVertex_PosTex>(singleFaceVertices);
     doubleFaceInstance = new SSVertexBuffer<SSVertex_PosTex>(doubleFaceVertices);
     doubleFaceCrossBarInstance = new SSVertexBuffer<SSVertex_PosTex> (doubleFaceCrossBarVertices);
 }
コード例 #3
0
ファイル: SSMesh_wfOBJ.cs プロジェクト: kniteli/SimpleScene
 public SSMeshOBJSubsetData(SSVertex_PosNormTexDiff[] vertices, 
                            UInt16[] indices, UInt16[] wireframeIndices)
 {
     SSVertexBuffer<SSVertex_PosNormTexDiff> vbo
         = new SSVertexBuffer<SSVertex_PosNormTexDiff>(vertices, BufferUsageHint.StaticDraw);
     SSIndexBuffer triIbo = new SSIndexBuffer(indices, vbo, BufferUsageHint.StaticDraw);
     SSIndexBuffer wireframeIbo = new SSIndexBuffer(wireframeIndices, vbo, BufferUsageHint.StaticDraw);
     this.triangleMesh = new SSIndexedMesh<SSVertex_PosNormTexDiff>(vbo, triIbo);
     this.wireframeMesh = new SSIndexedMesh<SSVertex_PosNormTexDiff>(vbo, wireframeIbo);
 }