AbsoluteRightXEdgeAt() public method

public AbsoluteRightXEdgeAt ( float absoluteZ ) : float
absoluteZ float
return float
        private void GetRenderingIndexValues(Camera camera, out int firstVertIndex, out int lastVertIndex, out int indexStart, out int numberOfTriangles)
        {

            firstVertIndex = 0;

            lastVertIndex = mVertices.Length;


            float tileWidth = mVertices[1].Position.X - mVertices[0].Position.X;

            if (mSortAxis == SortAxis.X)
            {
                float minX = camera.AbsoluteLeftXEdgeAt(this.Z);
                float maxX = camera.AbsoluteRightXEdgeAt(this.Z);

                minX -= this.X;
                maxX -= this.X;

                firstVertIndex = GetFirstAfterX(mVertices, minX - tileWidth);
                lastVertIndex = GetFirstAfterX(mVertices, maxX) + 4;
            }
            else if (mSortAxis == SortAxis.Y)
            {
                float minY = camera.AbsoluteBottomYEdgeAt(this.Z);
                float maxY = camera.AbsoluteTopYEdgeAt(this.Z);

                minY -= this.Y;
                maxY -= this.Y;

                firstVertIndex = GetFirstAfterY(mVertices, minY - tileWidth);
                lastVertIndex = GetFirstAfterY(mVertices, maxY) + 4;
            }

            lastVertIndex = System.Math.Min(lastVertIndex, mVertices.Length);

            indexStart = 0;// (firstVertIndex * 3) / 2;
            int indexEndExclusive = ((lastVertIndex - firstVertIndex) * 3) / 2;

            numberOfTriangles = (indexEndExclusive - indexStart) / 3;
        }