private bool InitializeBuffers(Device device) { try { // Create the vertex array. var vertices = new LightShader.Vertex[VertexCount]; // Create the index array. var indices = new int[IndexCount]; for (var i = 0; i < VertexCount; i++) { vertices[i] = new LightShader.Vertex() { position = new Vector3(ModelObject[i].x, ModelObject[i].y, ModelObject[i].z), texture = new Vector2(ModelObject[i].tu, ModelObject[i].tv), normal = new Vector3(ModelObject[i].nx, ModelObject[i].ny, ModelObject[i].nz) }; indices[i] = i; } // Create the vertex buffer. VertexBuffer = Buffer.Create(device, BindFlags.VertexBuffer, vertices); // Create the index buffer. IndexBuffer = Buffer.Create(device, BindFlags.IndexBuffer, indices); return(true); } catch { return(false); } }
private bool InitializeBuffers(Device device) { try { // Create the vertex array. var vertices = new LightShader.Vertex[VertexCount]; // Create the index array. var indices = new int[IndexCount]; for (var i = 0; i < VertexCount; i++) { vertices[i] = new LightShader.Vertex() { position = new Vector3(ModelObject[i].x, ModelObject[i].y, ModelObject[i].z), texture = new Vector2(ModelObject[i].tu, ModelObject[i].tv), normal = new Vector3(ModelObject[i].nx, ModelObject[i].ny, ModelObject[i].nz) }; indices[i] = i; } // Create the vertex buffer. VertexBuffer = Buffer.Create(device, BindFlags.VertexBuffer, vertices); // Create the index buffer. IndexBuffer = Buffer.Create(device, BindFlags.IndexBuffer, indices); return true; } catch { return false; } }