//public void BuildTriangle(Vector3 point1, Vector3 point2, Vector3 point3) //{ // int direction = 0; // BlockTexture texture = TextureHelper.GetTexture(BlockTexture.Grass, (BlockFaceDirection)direction, BlockTexture.None); // int faceIndex = (int)direction; // Vector2[] UVList = TextureHelper.UVMappings[(int)texture * 6 + faceIndex]; // float light = 0f; // Color color = Color.White; // addVertex(point1, UVList[0], light, color); // addVertex(point2, UVList[1], light, color); // addVertex(point3, UVList[2], light, color); // addIndex(0, 1, 2); //} public void BuildFace(BlockCorners corners, TileType type) { //BlockTexture texture = TextureHelper.GetTexture(type, (BlockFaceDirection)direction, BlockTexture.None); //int faceIndex = (int)direction; //Vector2[] UVList = TextureHelper.UVMappings[(int)texture * 6 + faceIndex]; float light = 0.5f; Color color = Color.White; //addVertex(corners.BackUpperLeft, new Vector2(0.0f, 0.0f), light, color); //addVertex(corners.FrontUpperLeft, new Vector2(1.0f, 0.0f), light, color); //addVertex(corners.BackLowerLeft, new Vector2(0.0f, 1.0f), light, color); //addVertex(corners.FrontLowerLeft, new Vector2(1.0f, 1.0f), light, color); //addIndex(0, 1, 2, 2, 1, 3); //addIndex(0, 1, 3, 0, 3, 2); Vector2[] textureMapping = TextureHelper.GetCoordinates(type); addVertex(corners.FrontUpperRight, textureMapping[0], light, color); addVertex(corners.BackUpperRight, textureMapping[1], light, color); addVertex(corners.FrontLowerRight, textureMapping[2], light, color); addVertex(corners.BackLowerRight, textureMapping[3], light, color); //addVertex(corners.FrontUpperRight, new Vector2(0.0f, 0.0f), light, color); //addVertex(corners.BackUpperRight, new Vector2(1.0f, 0.0f), light, color); //addVertex(corners.FrontLowerRight, new Vector2(0.0f, 1.0f), light, color); //addVertex(corners.BackLowerRight, new Vector2(1.0f, 1.0f), light, color); addIndex(0, 1, 3, 0, 3, 2); }
public void BuildFace(BlockCorners corners, TextureList texture, int rotation) { float light = 0.5f; Color color = Color.White; Vector2[] textureMapping = TextureHelper.RequestTexture(texture, rotation); addVertex(corners.FrontUpperRight, textureMapping[0], light, color); addVertex(corners.BackUpperRight, textureMapping[1], light, color); addVertex(corners.FrontLowerRight, textureMapping[2], light, color); addVertex(corners.BackLowerRight, textureMapping[3], light, color); addIndex(0, 1, 3, 0, 3, 2); }