OglVertexArray create(Mesh mesh) { var meshVertices = mesh.Select("v", "vn", "vt"); var triangleIndices = mesh.GetTriangleIndices(string.Empty); var vertexArray = new OglVertexArray().Init( option => option.SetAttribute(OglVertexAttributeType.Float3, OglVertexAttributeType.Float3, OglVertexAttributeType.Float2), builder => { foreach (var v in meshVertices) { builder.AddVertex(new List <ParamVector>(v).ConvertAll(e => (object)e.values)); } builder.AddIndices(OglVertexArray.Primitive.Type.Triangles, triangleIndices); } ); return(vertexArray); }
public InitOption(OglVertexArray parent) { this.parent = parent; }
public VertexDataBuilder(OglVertexArray parent) { this.parent = parent; }