/// <summary> /// Obtener technique default para un TgcSkeletalMesh según su MeshRenderType /// </summary> /// <param name="renderType">MeshRenderType</param> /// <returns>Nombre del Technique que le corresponde</returns> public string getTgcSkeletalMeshTechnique(TgcSkeletalMesh.MeshRenderType renderType) { switch (renderType) { case TgcSkeletalMesh.MeshRenderType.VERTEX_COLOR: return("VERTEX_COLOR"); case TgcSkeletalMesh.MeshRenderType.DIFFUSE_MAP: return("DIFFUSE_MAP"); } throw new Exception("RenderType incorrecto"); }
public TgcSkeletalMesh createNewMesh(Mesh d3dMesh, string meshName, TgcSkeletalMesh.MeshRenderType renderType, TgcSkeletalBone[] bones) { return(new TgcKinectSkeletalMesh(d3dMesh, meshName, renderType, bones)); }
public TgcSkeletalMesh createNewMesh(Mesh d3dMesh, string meshName, TgcSkeletalMesh.MeshRenderType renderType, TgcSkeletalMesh.OriginalData origData, TgcSkeletalBone[] bones, TgcSkeletalVertexWeight[] verticesWeights) { return(new TgcSkeletalMesh(d3dMesh, meshName, renderType, origData, bones, verticesWeights)); }