public void EnableRendering(Vector3 origin) { Vector3[] lineColors; int[] lineIndicies; bboxShader = ShaderCompiler.BuildDefaultShader(); bboxShader.Link(); lineColors = null; lineIndicies = null; lines(LineColor, 12, out lineColors, out lineIndicies); _geo = new Box.BoxGeometry(); _pack = new PackedGeometry(); _pack.Coloring = true; _pack._indices = _geo.Indices; _pack._coords = _geo.Vertices; _pack.color = X3DTypeConverters.Vec3ToFloatArray(lineColors); _pack._colorIndicies = lineIndicies; _pack.restartIndex = -1; _pack.Interleave(); _handle = _pack.CreateHandle(); renderingEnabled = _handle.HasGeometry; InitBoundaryPoints(origin); }
public void InitBoundaryPoints(Vector3 origin) { int[] colIndicies; Vector3[] verticies; Vector3[] pointColors; int[] indicies; boundaries(origin, new Vector3(1, 0, 0), out pointColors, out colIndicies, out indicies, out verticies); var _pb = new PackedGeometry(); _pb.Coloring = true; _pb._indices = indicies; _pb._coords = verticies; _pb.color = X3DTypeConverters.Vec3ToFloatArray(pointColors); _pb._colorIndicies = colIndicies; _pb.restartIndex = -1; _pb.Interleave(); _handlepb = _pb.CreateHandle(); }