public void GeneratePath(List <MazePoint> path) { if (vertexBufferPath != null) { vertexBufferPath.Dispose(); } if (indexBufferPath != null) { indexBufferPath.Dispose(); } VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[path.Count * 4]; int[] indices = new int[path.Count * 6]; int curVertice = 0; int curIndice = 0; foreach (var pathNode in path) { //int factorHeight = 10; //int factorWidth = 10; VierkantjeModel model = new VierkantjeModel(); model.GoGenerateVertices(pathNode.X, pathNode.Y, vertices, indices, ref curVertice, ref curIndice); } pathCount = path.Count; vertexBufferPath = new VertexBuffer(GraphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly); indexBufferPath = new IndexBuffer(GraphicsDevice, IndexElementSize.ThirtyTwoBits, indices.Length, BufferUsage.WriteOnly); vertexBufferPath.SetData(vertices); indexBufferPath.SetData(indices); }
public void GeneratePath(List<MazePoint> path) { if (vertexBufferPath != null) vertexBufferPath.Dispose(); if (indexBufferPath != null) indexBufferPath.Dispose(); VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[path.Count * 4]; int[] indices = new int[path.Count * 6]; int curVertice = 0; int curIndice = 0; foreach (var pathNode in path) { //int factorHeight = 10; //int factorWidth = 10; VierkantjeModel model = new VierkantjeModel(); model.GoGenerateVertices(pathNode.X, pathNode.Y, vertices, indices, ref curVertice, ref curIndice); } pathCount = path.Count; vertexBufferPath = new VertexBuffer(GraphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly); indexBufferPath = new IndexBuffer(GraphicsDevice, IndexElementSize.ThirtyTwoBits, indices.Length, BufferUsage.WriteOnly); vertexBufferPath.SetData(vertices); indexBufferPath.SetData(indices); }