public bool DrawSprite(EffectState effect, Texture2D texture, Vector3 position, Vector2 area, Vector4 uv, Color hue, Vector4 data) { List<VertexPositionTextureDataColor> vl = GetVLForThisEffectAndTexture(effect, texture); position += Depth.NextZ; PreTransformedQuad q = new PreTransformedQuad(position, area, uv, hue, data); for (int i = 0; i < q.Vertices.Length; i++) { vl.Add(q.Vertices[i]); } return true; }
public bool DrawSprite(EffectState effect, Texture2D texture, Vector3 position, Vector2 area, Vector4 uv, Color hue, Vector4 data) { List <VertexPositionTextureDataColor> vl = GetVLForThisEffectAndTexture(effect, texture); position += Depth.NextZ; PreTransformedQuad q = new PreTransformedQuad(position, area, uv, hue, data); for (int i = 0; i < q.Vertices.Length; i++) { vl.Add(q.Vertices[i]); } return(true); }