/// <summary> /// Modify value to account for some rounding error /// </summary> private static float FixRoundingShort(float value) { value = VertexElementStream.Clamp(value); if (value > 0 && value < 1) { value += 1.0f / 32767.0f; value = VertexElementStream.Clamp(value); } return(value); }
public VertexStreamXbox(Stream stream) { Stream = new VertexElementStream(stream, EndianFormat.BigEndian); }
/// <summary> /// Change basis [-1,1] to [0,1] uniformly /// </summary> private static float ConvertToNormalBasis(float value) { value = VertexElementStream.Clamp(value); return((value / 2.0f) + 0.5f); }
/// <summary> /// Change basis [0,1] to [-1,1] uniformly /// </summary> private static float ConvertFromNormalBasis(float value) { value = VertexElementStream.Clamp(value, 0.0f, 1.0f); return(2.0f * (value - 0.5f)); }
public VertexStreamMS23(Stream stream) { _stream = new VertexElementStream(stream); }
public VertexStreamInterop(Stream stream) { _stream = new VertexElementStream(stream); }