protected VertexBuffer( GraphicsDevice graphicsDevice, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage bufferUsage, bool dynamic ) { if (graphicsDevice == null) { throw new ArgumentNullException("graphicsDevice"); } GraphicsDevice = graphicsDevice; VertexDeclaration = vertexDeclaration; VertexCount = vertexCount; BufferUsage = bufferUsage; // Make sure the graphics device is assigned in the vertex declaration. if (vertexDeclaration.GraphicsDevice != graphicsDevice) { vertexDeclaration.GraphicsDevice = graphicsDevice; } buffer = FNA3D.FNA3D_GenVertexBuffer( GraphicsDevice.GLDevice, (byte)(dynamic ? 1 : 0), bufferUsage, VertexCount * VertexDeclaration.VertexStride ); }
protected VertexBuffer( VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage bufferUsage, bool dynamic ) { GraphicsDevice = GraphicsDeviceManager.Instance.GraphicsDevice; VertexDeclaration = vertexDeclaration; VertexCount = vertexCount; BufferUsage = bufferUsage; // Make sure the graphics device is assigned in the vertex declaration. if (vertexDeclaration.GraphicsDevice != GraphicsDevice) { vertexDeclaration.GraphicsDevice = GraphicsDevice; } buffer = FNA3D.FNA3D_GenVertexBuffer( GraphicsDevice.GLDevice, (byte)(dynamic ? 1 : 0), bufferUsage, VertexCount * VertexDeclaration.VertexStride ); }