public static VerticePNTG[] Convert(GeometryGenerator.Vertex[] vertices) { var size = vertices.Length; var result = new VerticePNTG[size]; for (var i = 0; i < size; i++) { var x = vertices[i]; result[i].Position.X = x.Position.X; result[i].Position.Y = x.Position.Y; result[i].Position.Z = x.Position.Z; result[i].Normal.X = x.Normal.X; result[i].Normal.Y = x.Normal.Y; result[i].Normal.Z = x.Normal.Z; result[i].Tex.X = x.TexC.X; result[i].Tex.Y = x.TexC.Y; result[i].Tangent.X = x.TangentU.X; result[i].Tangent.Y = x.TangentU.Y; result[i].Tangent.Z = x.TangentU.Z; } return(result); }
public static VerticePNTG[] Convert(Kn5Node.Vertex[] vertices) { var size = vertices.Length; var result = new VerticePNTG[size]; for (var i = 0; i < size; i++) { var x = vertices[i]; result[i].Position.X = x.Position[0]; result[i].Position.Y = x.Position[1]; result[i].Position.Z = x.Position[2]; result[i].Normal.X = x.Normal[0]; result[i].Normal.Y = x.Normal[1]; result[i].Normal.Z = x.Normal[2]; result[i].Tex.X = x.Tex[0]; result[i].Tex.Y = x.Tex[1]; result[i].Tangent.X = x.Tangent[0]; result[i].Tangent.Y = x.Tangent[1]; result[i].Tangent.Z = x.Tangent[2]; } return(result); }