コード例 #1
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ファイル: Mesh.cs プロジェクト: Ruu/BansheeEngine
        /// <summary>
        /// Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described
        /// by the mesh data exactly. Mesh will have specified the sub-meshes.
        /// </summary>
        /// <param name="data">Vertex and index data to initialize the mesh with.</param>
        /// <param name="subMeshes">Defines how are indices separated into sub-meshes, and how are those sub-meshes rendered.
        ///                         Sub-meshes may be rendered independently.</param>
        /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
        public Mesh(MeshData data, SubMesh[] subMeshes, MeshUsage usage = MeshUsage.Default)
        {
            IntPtr dataPtr = IntPtr.Zero;
            if (data != null)
                dataPtr = data.GetCachedPtr();

            Internal_CreateInstanceMeshData(this, dataPtr, subMeshes, usage);
        }
コード例 #2
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ファイル: MeshData.cs プロジェクト: Ruu/BansheeEngine
 private static extern void Internal_CreateInstance(MeshData instance, int numVertices, 
     int numIndices, VertexType vertex, IndexType index);
コード例 #3
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ファイル: Mesh.cs プロジェクト: Ruu/BansheeEngine
        /// <summary>
        /// Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described
        /// by the mesh data exactly. Mesh will have no sub-meshes.
        /// </summary>
        /// <param name="data">Vertex and index data to initialize the mesh with.</param>
        /// <param name="topology">Determines how should the provided indices be interpreted by the pipeline. Default option
        ///                        is a triangle list, where three indices represent a single triangle.</param>
        /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
        public Mesh(MeshData data, MeshTopology topology = MeshTopology.TriangleList, MeshUsage usage = MeshUsage.Default)
        {
            int numIndices = 0;
            IntPtr dataPtr = IntPtr.Zero;

            if (data != null)
            {
                numIndices = data.IndexCount;
                dataPtr = data.GetCachedPtr();
            }

            SubMesh[] subMeshes = { new SubMesh(0, numIndices, topology) };

            Internal_CreateInstanceMeshData(this, dataPtr, subMeshes, usage);
        }
コード例 #4
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 /// <summary>
 /// Creates a new mesh with enough space to hold the a number of primitives using the specified layout. Indices can be
 /// referenced by multiple sub-meshes.
 /// </summary>
 /// <param name="data">Vertex and index data to initialize the mesh with.</param>
 /// <param name="subMeshes">
 /// Defines how are indices separated into sub-meshes, and how are those sub-meshes rendered. Sub-meshes may be rendered
 /// independently, each with a different material.
 /// </param>
 /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
 public Mesh(MeshData data, SubMesh[] subMeshes, MeshUsage usage = MeshUsage.Static)
 {
     Internal_create2(this, data, subMeshes, usage);
 }
コード例 #5
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 /// <summary>
 /// Creates a new mesh from an existing mesh data. Created mesh will match the vertex and index buffers described by the
 /// mesh data exactly. Mesh will have no sub-meshes.
 /// </summary>
 /// <param name="data">Vertex and index data to initialize the mesh with.</param>
 /// <param name="topology">
 /// Determines how should the provided indices be interpreted by the pipeline. Default option is a triangle list, where
 /// three indices represent a single triangle.
 /// </param>
 /// <param name="usage">Optimizes performance depending on planned usage of the mesh.</param>
 public Mesh(MeshData data, MeshTopology topology = MeshTopology.TriangleList, MeshUsage usage = MeshUsage.Static)
 {
     Internal_create1(this, data, topology, usage);
 }
コード例 #6
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 private static extern void Internal_setMeshData(IntPtr thisPtr, MeshData value);
コード例 #7
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 private static extern void Internal_create2(Mesh managedInstance, MeshData data, SubMesh[] subMeshes, MeshUsage usage);
コード例 #8
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 private static extern void Internal_create1(Mesh managedInstance, MeshData data, MeshTopology topology, MeshUsage usage);