/// <summary> /// Generates and populates an vertex temp buffer given 2D vectors as source data (given as 3D) /// </summary> private void FillBufferV2D(ref FullVertex[] vertexBuffer, VertexVector vertexBufferId, List <Vector3D> dataBuffer) { Vector4 temp = new Vector4(0, 0, 0, 0); var i = 0; foreach (var v in dataBuffer) { temp.X = v.X; temp.Y = v.Y; vertexBuffer[i].SetVector4(vertexBufferId, temp); i++; } }
public void SetVector4(VertexVector bufferId, Vector4 data) { switch (bufferId) { case VertexVector.Position: _position = data; break; case VertexVector.Normal: _normal = data; break; case VertexVector.TextureCoordinate: _textureCoordinate = data; break; case VertexVector.Tangent: _tangent = data; break; case VertexVector.Bitangent: _bitangent = data; break; default: Debug.Assert(false); break; } }
public VertexVector GetVertices() { VertexVector ret = new VertexVector(SharpMochaPINVOKE.Mesh_GetVertices(swigCPtr), false); return ret; }