/// <summary> /// Initialises a new instance of the RenderContext structure. /// </summary> /// <param name="billboardStyle">What style of billboard rendering to use</param> /// <param name="billboardRotationalAxis">The rotational axis to use for cylindrical billboarding</param> /// <param name="blendState">The desired blend state.</param> /// <param name="texture">The texture to use when rendering particles.</param> /// <param name="world">The world transform matrix.</param> /// <param name="view">The view matrix.</param> /// <param name="projection">The projection matrix.</param> /// <param name="cameraPosition">The camera position.</param> /// <param name="count">Numer of particles that will be drawn</param> /// <param name="useVelocityAsBillboardAxis">DO NOT USE: Will be replaced in future version</param> internal RenderContext(BillboardStyle billboardStyle, Vector3 billboardRotationalAxis, BlendState blendState, Texture2D texture, ref Matrix world, ref Matrix view, ref Matrix projection, ref Vector3 cameraPosition, int count, bool useVelocityAsBillboardAxis) { this.BillboardRotationalAxis = billboardRotationalAxis; this.UseVelocityAsBillboardAxis = useVelocityAsBillboardAxis; this.BillboardStyle = billboardStyle; this.BlendState = blendState; this.Texture = texture; this.World = world; this.WorldIsIdentity = (world == Matrix.Identity); this.View = view; this.Projection = projection; this.CameraPosition = cameraPosition; this.WorldIsIdentity = (world == Matrix.Identity); this.Count = count; }