/// <summary> /// Initialize buffers /// </summary> /// <param name="name">Buffer name</param> /// <param name="textured">Use a textured buffer</param> private void InitializeBuffers(string name, bool textured, Vector4?uvMap) { Vector3[] vData; Vector2[] uvs; uint[] iData; if (textured) { if (uvMap.HasValue) { GeometryUtil.CreateSprite(Vector2.Zero, 1, 1, 0, 0, uvMap.Value, out vData, out uvs, out iData); } else { GeometryUtil.CreateSprite(Vector2.Zero, 1, 1, 0, 0, out vData, out uvs, out iData); } var vertices = VertexPositionTexture.Generate(vData, uvs); this.vertexBuffer = this.BufferManager.Add(name, vertices, false, 0); } else { GeometryUtil.CreateSprite(Vector2.Zero, 1, 1, 0, 0, out vData, out uvs, out iData); var vertices = VertexPositionColor.Generate(vData, Color4.White); this.vertexBuffer = this.BufferManager.Add(name, vertices, false, 0); } this.indexBuffer = this.BufferManager.Add(name, iData, false); }