private void ConvertGroup() { //Group faces by material later or something _mesh = new Mesh(); _mesh.Name = _modelGroup.Name; foreach (var face in _modelGroup.Faces) { _face = face; ConvertFace(); } CalculateNormals(); _meshes.Add(_mesh); }
private void RenderMesh(Mesh mesh) { for (int index = 0; index < mesh.Triangles.Count; index++) { var vertex = mesh.Triangles[index]; var normal = mesh.Normals[index]; GL.Normal3(normal); GL.Vertex3(vertex); } }