public Mesh() { Vertices = new Vertex[4]; Vertices[0] = new Vertex(new Vector3(-0.5f, +0.5f, 0.0f), new Color(1.0f, 0.0f, 0.0f, 1.0f)); Vertices[1] = new Vertex(new Vector3(+0.5f, +0.5f, 0.0f), new Color(0.0f, 1.0f, 0.0f, 1.0f)); Vertices[2] = new Vertex(new Vector3(-0.5f, -0.5f, 0.0f), new Color(0.0f, 0.0f, 1.0f, 1.0f)); Vertices[3] = new Vertex(new Vector3(+0.5f, -0.5f, 0.0f), new Color(1.0f, 1.0f, 1.0f, 1.0f)); Indices = new int[] { 0, 1, 2, 2, 1, 3, //0, 3, 2, //0, 1, 3, }; VertexCount = Vertices.Count(); IndexCount = Indices.Count(); Size = Utilities.SizeOf <Vertex>(); SizeInBytes = Utilities.SizeOf <Vertex>() * Vertices.Count(); IndexSize = Utilities.SizeOf <int>(); IndexSizeInBytes = Utilities.SizeOf <int>() * Indices.Count(); }
public Mesh() { Vertices = new Vertex[3]; Vertices[0] = new Vertex(new Vector3(+0.0f, +0.5f, +0.0F)); Vertices[1] = new Vertex(new Vector3(+0.5f, -0.5f, +0.0f)); Vertices[2] = new Vertex(new Vector3(-0.5f, -0.5f, +0.0f)); Size = Utilities.SizeOf <Vertex>(); SizeInBytes = Utilities.SizeOf <Vertex>() * Vertices.Count(); VertexCount = Vertices.Count(); }
public Mesh() { Vertices = new Vertex[8]; Vertices[0] = new Vertex(new Vector3(-0.5f, +0.5f, 0.0f), new Color(1.0f, 0.0f, 0.0f, 1.0f)); Vertices[1] = new Vertex(new Vector3(+0.5f, +0.5f, 0.0f), new Color(0.0f, 1.0f, 0.0f, 1.0f)); Vertices[2] = new Vertex(new Vector3(-0.5f, -0.5f, 0.0f), new Color(0.0f, 0.0f, 1.0f, 1.0f)); Vertices[3] = new Vertex(new Vector3(+0.5f, -0.5f, 0.0f), new Color(1.0f, 1.0f, 1.0f, 1.0f)); Vertices[4] = new Vertex(new Vector3(-0.75f, +0.75f, +0.9f), new Color(0.35f, 0.35f, 0.7f, 1.0f)); Vertices[5] = new Vertex(new Vector3(+0.0f, +0.0f, +0.9f), new Color(0.35f, 0.35f, 0.7f, 1.0f)); Vertices[6] = new Vertex(new Vector3(-0.75f, +0.0f, +0.9f), new Color(0.35f, 0.35f, 0.7f, 1.0f)); Vertices[7] = new Vertex(new Vector3(+0.0f, +0.75f, +0.9f), new Color(0.35f, 0.35f, 0.7f, 1.0f)); Indices = new int[] { 0, 1, 2, 2, 1, 3, 4, 5, 6, // first triangle 4, 7, 5, // second triangle }; VertexCount = Vertices.Count(); IndexCount = Indices.Count(); Size = Utilities.SizeOf <Vertex>(); SizeInBytes = Utilities.SizeOf <Vertex>() * Vertices.Count(); IndexSize = Utilities.SizeOf <int>(); IndexSizeInBytes = Utilities.SizeOf <int>() * Indices.Count(); }
public Mesh() { Vertices = new Vertex[24]; Vertices[0] = new Vertex(new Vector3(-0.5f, 0.5f, -0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)); Vertices[1] = new Vertex(new Vector3(0.5f, -0.5f, -0.5f), new Color(1.0f, 1.0f, 1.0f, 1.0f)); Vertices[2] = new Vertex(new Vector3(-0.5f, -0.5f, -0.5f), new Color(0.0f, 0.0f, 1.0f, 1.0f)); Vertices[3] = new Vertex(new Vector3(0.5f, 0.5f, -0.5f), new Color(0.0f, 1.0f, 0.0f, 1.0f)); Vertices[4] = new Vertex(new Vector3(0.5f, -0.5f, -0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)); Vertices[5] = new Vertex(new Vector3(0.5f, 0.5f, 0.5f), new Color(1.0f, 1.0f, 1.0f, 1.0f)); Vertices[6] = new Vertex(new Vector3(0.5f, -0.5f, 0.5f), new Color(0.0f, 0.0f, 1.0f, 1.0f)); Vertices[7] = new Vertex(new Vector3(0.5f, 0.5f, -0.5f), new Color(0.0f, 1.0f, 0.0f, 1.0f)); Vertices[8] = new Vertex(new Vector3(-0.5f, 0.5f, 0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)); Vertices[9] = new Vertex(new Vector3(-0.5f, -0.5f, -0.5f), new Color(1.0f, 1.0f, 1.0f, 1.0f)); Vertices[10] = new Vertex(new Vector3(-0.5f, -0.5f, 0.5f), new Color(0.0f, 0.0f, 1.0f, 1.0f)); Vertices[11] = new Vertex(new Vector3(-0.5f, 0.5f, -0.5f), new Color(0.0f, 1.0f, 0.0f, 1.0f)); Vertices[12] = new Vertex(new Vector3(0.5f, 0.5f, 0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)); Vertices[13] = new Vertex(new Vector3(-0.5f, -0.5f, 0.5f), new Color(1.0f, 1.0f, 1.0f, 1.0f)); Vertices[14] = new Vertex(new Vector3(0.5f, -0.5f, 0.5f), new Color(0.0f, 0.0f, 1.0f, 1.0f)); Vertices[15] = new Vertex(new Vector3(-0.5f, 0.5f, 0.5f), new Color(0.0f, 1.0f, 0.0f, 1.0f)); Vertices[16] = new Vertex(new Vector3(-0.5f, 0.5f, -0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)); Vertices[17] = new Vertex(new Vector3(0.5f, 0.5f, 0.5f), new Color(1.0f, 1.0f, 1.0f, 1.0f)); Vertices[18] = new Vertex(new Vector3(0.5f, 0.5f, -0.5f), new Color(0.0f, 0.0f, 1.0f, 1.0f)); Vertices[19] = new Vertex(new Vector3(-0.5f, 0.5f, 0.5f), new Color(0.0f, 1.0f, 0.0f, 1.0f)); Vertices[20] = new Vertex(new Vector3(0.5f, -0.5f, 0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)); Vertices[21] = new Vertex(new Vector3(-0.5f, -0.5f, -0.5f), new Color(1.0f, 1.0f, 1.0f, 1.0f)); Vertices[22] = new Vertex(new Vector3(0.5f, -0.5f, -0.5f), new Color(0.0f, 0.0f, 1.0f, 1.0f)); Vertices[23] = new Vertex(new Vector3(-0.5f, -0.5f, 0.5f), new Color(0.0f, 1.0f, 0.0f, 1.0f)); Indices = new int[] { // front face 0, 1, 2, // first triangle 0, 3, 1, // second triangle // left face 4, 5, 6, // first triangle 4, 7, 5, // second triangle // right face 8, 9, 10, // first triangle 8, 11, 9, // second triangle // back face 12, 13, 14, // first triangle 12, 15, 13, // second triangle // top face 16, 17, 18, // first triangle 16, 19, 17, // second triangle // bottom face 20, 21, 22, // first triangle 20, 23, 21, // second triangle }; VertexCount = Vertices.Count(); IndexCount = Indices.Count(); Size = Utilities.SizeOf <Vertex>(); SizeInBytes = Utilities.SizeOf <Vertex>() * Vertices.Count(); IndexSize = Utilities.SizeOf <int>(); IndexSizeInBytes = Utilities.SizeOf <int>() * Indices.Count(); }