public void DrawUV(ref Rasterizer rast, ref VertexProcessor proc) { for (int i = 0; i < Indices.Count; i += 3) //! make Indices.Count a variable { rast.Triangle( proc.Tr(Positions[Indices[i]]), proc.Tr(Positions[Indices[i + 1]]), proc.Tr(Positions[Indices[i + 2]]), Light.Saturate(proc.Tr_obj2view3((TextureCoordinates[Indices[i]])) * 255f), Light.Saturate(proc.Tr_obj2view3((TextureCoordinates[Indices[i + 1]])) * 255f), Light.Saturate(proc.Tr_obj2view3((TextureCoordinates[Indices[i + 2]])) * 255f)); } }
public void DrawNormals(ref Rasterizer rast, ref VertexProcessor proc) { for (int i = 0; i < Indices.Count; i += 3) //! make Indices.Count a variable { rast.Triangle( proc.Tr(Positions[Indices[i]]), proc.Tr(Positions[Indices[i + 1]]), proc.Tr(Positions[Indices[i + 2]]), Light.Saturate(proc.Tr_obj2view3((Normals[Indices[i]] + 1f) / 2f).Normalize * 255f), Light.Saturate(proc.Tr_obj2view3((Normals[Indices[i + 1]] + 1f) / 2f).Normalize * 255f), Light.Saturate(proc.Tr_obj2view3((Normals[Indices[i + 2]] + 1f) / 2f).Normalize * 255f)); } }