private unsafe static void exeLineF2(PSX_LIBGPU.LINE_F2 *ObjPtr) { Boolean abe = PSXGPU.IsSemiTrans(ObjPtr->code); Color32 color = new Color32(ObjPtr->r0, ObjPtr->g0, ObjPtr->b0, Byte.MaxValue); Vector3 p = new Vector3((Single)ObjPtr->x0, (Single)ObjPtr->y0, PSXGPU.zDepth); Vector3 vector = new Vector3((Single)ObjPtr->x1, (Single)ObjPtr->y1, PSXGPU.zDepth); PSXGPU.DrawLineG2(abe, color, p, color, vector); }
public unsafe void LineF2(PSX_LIBGPU.LINE_F2 *obj) { SFXMesh.gPos[SFXMesh.gPosIndex].Set((Single)((Int32)obj->x0 + SFXMeshBase.drOffsetX), (Single)((Int32)obj->y0 + SFXMeshBase.drOffsetY), SFXMesh.zDepth); this.vbPos[this.vbOffset] = SFXMesh.gPos[SFXMesh.gPosIndex++]; SFXMesh.gPos[SFXMesh.gPosIndex].Set((Single)((Int32)obj->x1 + SFXMeshBase.drOffsetX), (Single)((Int32)obj->y1 + SFXMeshBase.drOffsetY), SFXMesh.zDepth); this.vbPos[this.vbOffset + 1] = SFXMesh.gPos[SFXMesh.gPosIndex++]; SFXMesh.gCol[SFXMesh.gColIndex].r = obj->r0; SFXMesh.gCol[SFXMesh.gColIndex].g = obj->g0; SFXMesh.gCol[SFXMesh.gColIndex].b = obj->b0; SFXMesh.gCol[SFXMesh.gColIndex].a = this.alpha; this.vbCol[this.vbOffset] = (this.vbCol[this.vbOffset + 1] = SFXMesh.gCol[SFXMesh.gColIndex++]); this.ibIndex[this.ibOffset++] = this.vbOffset; this.ibIndex[this.ibOffset++] = this.vbOffset + 1; this.vbOffset += 2; }