예제 #1
0
 private void Make(GLBatch batch)
 {
     device = GL.device;
     if (vectors == null)
     {
         ver     = batch.GetMaxVertices();
         vectors = new List <Vector3>(ver);
     }
     if (colors == null)
     {
         col    = batch.GetMaxVertices() / 4;
         colors = new List <Color>(col);
     }
     if (coords == null)
     {
         tex    = batch.GetMaxVertices() / 2;
         coords = new List <Vector2>(tex);
     }
     this.glbase   = batch.Base;
     this.maxCount = batch.GetMaxVertices();
 }
예제 #2
0
 public GLRenderer(int maxVertices)
 {
     _renderer = new GLBatch(maxVertices);
 }
예제 #3
0
 public LTextureBatch(GLBatch batch)
 {
     this.isLocked = false;
     this.Make(batch);
 }
예제 #4
0
        public GLEx(GL gl)
        {
            GLEx._gl = gl;

            this.glBatch = new GLBatch(512);
       
            this.texBatch = new LTextureBatch(glBatch);
            this.texBatch.ClearBatch = false;

            this.xnaClip = new RectBox(_trueScreenMax);

            WhitePixel = new Texture2D(GL.device, 1, 1, true, SurfaceFormat.Color);
            Color[] pixels = { Color.White };
            WhitePixel.SetData(pixels);
            GLEx.self = this;
        }
예제 #5
0
 private void Make(GLBatch batch)
 {
     device = GL.device;
     if (vectors == null)
     {
         ver = batch.GetMaxVertices();
         vectors = new List<Vector3>(ver);
     }
     if (colors == null)
     {
         col = batch.GetMaxVertices() / 4;
         colors = new List<Color>(col);
     }
     if (coords == null)
     {
         tex = batch.GetMaxVertices() / 2;
         coords = new List<Vector2>(tex);
     }
     this.glbase = batch.Base;
     this.maxCount = batch.GetMaxVertices();
 }
예제 #6
0
 public LTextureBatch(GLBatch batch)
 {
     this.isLocked = false;
     this.Make(batch);
 }
예제 #7
0
 public GLRenderer(int maxVertices)
 {
     _renderer = new GLBatch(maxVertices);
 }