public SkyDome(Device device) { _device = device; _skyEffectDefinition = new(_device, "Content/Effect/RayleightScatter.fx", PrimitiveTopology.TriangleList); _skyBuffer = GenerateSkyDome(device); }
public ChunkBuffers(BufferDefinition <VertexSolidBlock> bufferSolid, BufferDefinition <VertexWater> bufferWater, BufferDefinition <VertexSprite> bufferSprite) { BufferSolid = bufferSolid; BufferWater = bufferWater; BufferSprite = bufferSprite; }