public static VertexPositionTexture[] Quad(GraphicsDevice device, float X, float Y, float Width, float Height, Renderer.Rect TexMap, Texture2D WindowSkin) { VertexPositionTexture[] f = new VertexPositionTexture[6]; int ML = TexMap.Left; int MR = TexMap.Right; int MT = TexMap.Top; int MB = TexMap.Bottom; Vector3 AA = PixelToScreen(device, X, Y); Vector3 AB = PixelToScreen(device, X + Width, Y); Vector3 BA = PixelToScreen(device, X, Y + Height); Vector3 BB = PixelToScreen(device, X + Width, Y + Height); VertexPositionTexture VAA = new VertexPositionTexture(AA, Renderer.TexelToCoord(ML, MT, WindowSkin)); VertexPositionTexture VAB = new VertexPositionTexture(AB, Renderer.TexelToCoord(MR, MT, WindowSkin)); VertexPositionTexture VBA = new VertexPositionTexture(BA, Renderer.TexelToCoord(ML, MB, WindowSkin)); VertexPositionTexture VBB = new VertexPositionTexture(BB, Renderer.TexelToCoord(MR, MB, WindowSkin)); f[0] = VAA; f[1] = VAB; f[2] = VBA; f[3] = VAB; f[4] = VBB; f[5] = VBA; return(f); }
public void RenderQuad(GraphicsDevice device, float X, float Y, float Width, float Height, Renderer.Rect TexMap) { SetTexture(WindowSkin); VertexPositionTexture[] butt = GFXUtility.Quad(device, X, Y, Width, Height, TexMap, WindowSkin); device.DrawUserPrimitives <VertexPositionTexture>(PrimitiveType.TriangleList, butt, 0, 2); }