internal DbMesh(DisplayData data, ITextureSupplier texturer, GraphicsDevice graphics) : base(data.Name) { _drawable = texturer.Get(data.Name); _originalVertices = data.Vertices; // reverse to go with MonoGames standard culling direction // TODO ideally this would happen at content build time along with any other computation _indices = data.Triangles.Reverse().ToArray(); _uvs = data.Uvs; _vertices = new VertexPositionColorTexture[_originalVertices.Length / 2]; // edges, userEdges? Initialize(graphics); }
public DbImage(string textureName, ITextureSupplier texturer) : base(textureName) { _texture = texturer.Get(textureName); }