public void Read(DescentReader reader) { PointCount = reader.ReadInt16(); Point = reader.ReadFixVector(); Normal = reader.ReadFixVector(); Texture = reader.ReadInt16(); Points = new short[PointCount]; //TODO: seems wasteful to do all these allocations? Uvls = new FixVector[PointCount]; for (int i = 0; i < PointCount; i++) { Points[i] = reader.ReadInt16(); } if (PointCount % 2 == 0) { Padding = reader.ReadInt16(); } for (int i = 0; i < PointCount; i++) { Uvls[i] = reader.ReadFixVector(); } }
// public InstructionBase BackInstruction { get; set; } // public InstructionBase FrontInstruction { get; set; } public void Read(DescentReader reader) { //int baseOffset = offset - 2; PointCount = reader.ReadInt16(); Normal = reader.ReadFixVector(); Point = reader.ReadFixVector(); BackOffset = reader.ReadInt16(); FrontOffset = reader.ReadInt16(); }
public void Read(DescentReader reader) { PointCount = reader.ReadInt16(); FirstPoint = reader.ReadInt16(); Skip = reader.ReadInt16(); Points = new FixVector[PointCount]; for (int i = 0; i < PointCount; i++) { Points[i] = reader.ReadFixVector(); } }
public void Read(DescentReader reader) { BaseOffset = (int)reader.BaseStream.Position - 2; SubmodelNum = reader.ReadInt16(); SubmodelOffset = reader.ReadFixVector(); ModelOffset = reader.ReadInt16(); Skip = reader.ReadInt16(); }
public void Read(DescentReader reader) { }