예제 #1
0
        /// <summary> Vector4 and Vector2 and index array in a tuple. Element index is created. In attributes 0,1. No primitive restart</summary>
        public static GLRenderableItem CreateVector4Vector2Indexed(GLItemsList items, PrimitiveType prim, GLRenderState pt, Tuple <Vector4[], Vector2[], uint[]> vectors,
                                                                   IGLRenderItemData id = null, int ic = 1, int seconddivisor = 0)
        {
            var dt = GL4Statics.DrawElementsTypeFromMaxEID((uint)vectors.Item1.Length - 1);
            var ri = CreateVector4Vector2(items, prim, pt, vectors.Item1, vectors.Item2, id, ic, seconddivisor);

            ri.CreateElementIndex(items.NewBuffer(), vectors.Item3, dt);
            return(ri);
        }
예제 #2
0
 ///<summary> Given a elementbuffer, fill with indexes from an array. Set ElementBuffer, ElementIndexSize, BaseIndexOffset, DrawCount </summary>
 public void CreateElementIndex(GLBuffer elementbuf, uint[] eids, int base_index = 0)
 {
     CreateElementIndex(elementbuf, eids, GL4Statics.DrawElementsTypeFromMaxEID(eids.Max()), base_index);
 }