protected override void ResizeColorUVVertices(int newNumberOfVertices) { var newVerticesColorUV = new VertexPosition3DColorUV[newNumberOfVertices]; Array.Copy(verticesColorUV, newVerticesColorUV, verticesColorUV.Length); verticesColorUV = newVerticesColorUV; }
public void LerpPositionColorTextured3D() { var vertex = new VertexPosition3DColorUV(Vector3D.UnitX, Color.White, Vector2D.One); var vertex2 = new VertexPosition3DColorUV(Vector2D.UnitY, Color.Black, Vector2D.Zero); var lerpedVertex = vertex.Lerp(vertex2, 0.5f); Assert.AreEqual(lerpedVertex.Position, new Vector3D(0.5f, 0.5f, 0f)); Assert.AreEqual(lerpedVertex.Color, new Color(127, 127, 127)); Assert.AreEqual(lerpedVertex.UV, Vector2D.One); }
public void VertexPositionColorTextured3D() { Assert.AreEqual(VertexPosition3DColorUV.SizeInBytes, 24); var vertex = new VertexPosition3DColorUV(Vector3D.UnitX, Color.Red, Vector2D.One); Assert.AreEqual(vertex.Format, VertexFormat.Position3DColorUV); Assert.AreEqual(vertex.Position, Vector3D.UnitX); Assert.AreEqual(vertex.Color, Color.Red); Assert.AreEqual(vertex.UV, Vector2D.One); }
public Batch3D(Material material, BlendMode blendMode, int minimumNumberOfQuads = MinNumberOfQuads) { Material = material; BlendMode = blendMode; minimumNumberOfQuads = MathExtensions.Max(minimumNumberOfQuads, MinNumberOfQuads); hasUV = ((material.Shader.Flags & ShaderFlags.Textured) != 0); hasColor = ((material.Shader.Flags & ShaderFlags.Colored) != 0); indices = new short[minimumNumberOfQuads * IndicesPerQuad]; if (!hasUV) verticesColor = new VertexPosition3DColor[minimumNumberOfQuads * VerticesPerQuad]; //ncrunch: no coverage else if (hasColor) verticesColorUV = new VertexPosition3DColorUV[minimumNumberOfQuads * VerticesPerQuad]; else verticesUV = new VertexPosition3DUV[minimumNumberOfQuads * VerticesPerQuad]; //ncrunch: no coverage }
public Batch3D(Material material, BlendMode blendMode, int minimumNumberOfQuads = MinNumberOfQuads) { Material = material; BlendMode = blendMode; minimumNumberOfQuads = MathExtensions.Max(minimumNumberOfQuads, MinNumberOfQuads); hasUV = ((material.Shader.Flags & ShaderFlags.Textured) != 0); hasColor = ((material.Shader.Flags & ShaderFlags.Colored) != 0); indices = new short[minimumNumberOfQuads * IndicesPerQuad]; if (!hasUV) { verticesColor = new VertexPosition3DColor[minimumNumberOfQuads * VerticesPerQuad]; //ncrunch: no coverage } else if (hasColor) { verticesColorUV = new VertexPosition3DColorUV[minimumNumberOfQuads * VerticesPerQuad]; } else { verticesUV = new VertexPosition3DUV[minimumNumberOfQuads * VerticesPerQuad]; //ncrunch: no coverage } }