public static void DrawCubeBlock(PrimitivesRenderer3D primitivesRenderer, int value, Vector3 size, ref Matrix matrix, Color color, Color topColor, DrawBlockEnvironmentData environmentData) { environmentData = (environmentData ?? m_defaultEnvironmentData); Texture2D texture = (environmentData.SubsystemTerrain != null) ? environmentData.SubsystemTerrain.SubsystemAnimatedTextures.AnimatedBlocksTexture : BlocksTexturesManager.DefaultBlocksTexture; TexturedBatch3D texturedBatch3D = primitivesRenderer.TexturedBatch(texture, useAlphaTest: true, 0, null, RasterizerState.CullCounterClockwiseScissor, null, SamplerState.PointClamp); float s = LightingManager.LightIntensityByLightValue[environmentData.Light]; color = Color.MultiplyColorOnly(color, s); topColor = Color.MultiplyColorOnly(topColor, s); Vector3 translation = matrix.Translation; Vector3 vector = matrix.Right * size.X; Vector3 v = matrix.Up * size.Y; Vector3 v2 = matrix.Forward * size.Z; Vector3 v3 = translation + 0.5f * (-vector - v - v2); Vector3 v4 = translation + 0.5f * (vector - v - v2); Vector3 v5 = translation + 0.5f * (-vector + v - v2); Vector3 v6 = translation + 0.5f * (vector + v - v2); Vector3 v7 = translation + 0.5f * (-vector - v + v2); Vector3 v8 = translation + 0.5f * (vector - v + v2); Vector3 v9 = translation + 0.5f * (-vector + v + v2); Vector3 v10 = translation + 0.5f * (vector + v + v2); if (environmentData.ViewProjectionMatrix.HasValue) { Matrix m = environmentData.ViewProjectionMatrix.Value; Vector3.Transform(ref v3, ref m, out v3); Vector3.Transform(ref v4, ref m, out v4); Vector3.Transform(ref v5, ref m, out v5); Vector3.Transform(ref v6, ref m, out v6); Vector3.Transform(ref v7, ref m, out v7); Vector3.Transform(ref v8, ref m, out v8); Vector3.Transform(ref v9, ref m, out v9); Vector3.Transform(ref v10, ref m, out v10); } int num = Terrain.ExtractContents(value); Block block = Blocks[num]; Vector4 vector2 = m_slotTexCoords[block.GetFaceTextureSlot(0, value)]; texturedBatch3D.QueueQuad(color: Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(-matrix.Forward)), p1: v3, p2: v5, p3: v6, p4: v4, texCoord1: new Vector2(vector2.X, vector2.W), texCoord2: new Vector2(vector2.X, vector2.Y), texCoord3: new Vector2(vector2.Z, vector2.Y), texCoord4: new Vector2(vector2.Z, vector2.W)); vector2 = m_slotTexCoords[block.GetFaceTextureSlot(2, value)]; texturedBatch3D.QueueQuad(color: Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(matrix.Forward)), p1: v7, p2: v8, p3: v10, p4: v9, texCoord1: new Vector2(vector2.Z, vector2.W), texCoord2: new Vector2(vector2.X, vector2.W), texCoord3: new Vector2(vector2.X, vector2.Y), texCoord4: new Vector2(vector2.Z, vector2.Y)); vector2 = m_slotTexCoords[block.GetFaceTextureSlot(5, value)]; texturedBatch3D.QueueQuad(color: Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(-matrix.Up)), p1: v3, p2: v4, p3: v8, p4: v7, texCoord1: new Vector2(vector2.X, vector2.Y), texCoord2: new Vector2(vector2.Z, vector2.Y), texCoord3: new Vector2(vector2.Z, vector2.W), texCoord4: new Vector2(vector2.X, vector2.W)); vector2 = m_slotTexCoords[block.GetFaceTextureSlot(4, value)]; texturedBatch3D.QueueQuad(color: Color.MultiplyColorOnly(topColor, LightingManager.CalculateLighting(matrix.Up)), p1: v5, p2: v9, p3: v10, p4: v6, texCoord1: new Vector2(vector2.X, vector2.W), texCoord2: new Vector2(vector2.X, vector2.Y), texCoord3: new Vector2(vector2.Z, vector2.Y), texCoord4: new Vector2(vector2.Z, vector2.W)); vector2 = m_slotTexCoords[block.GetFaceTextureSlot(1, value)]; texturedBatch3D.QueueQuad(color: Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(-matrix.Right)), p1: v3, p2: v7, p3: v9, p4: v5, texCoord1: new Vector2(vector2.Z, vector2.W), texCoord2: new Vector2(vector2.X, vector2.W), texCoord3: new Vector2(vector2.X, vector2.Y), texCoord4: new Vector2(vector2.Z, vector2.Y)); vector2 = m_slotTexCoords[block.GetFaceTextureSlot(3, value)]; texturedBatch3D.QueueQuad(color: Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(matrix.Right)), p1: v4, p2: v6, p3: v10, p4: v8, texCoord1: new Vector2(vector2.X, vector2.W), texCoord2: new Vector2(vector2.X, vector2.Y), texCoord3: new Vector2(vector2.Z, vector2.Y), texCoord4: new Vector2(vector2.Z, vector2.W)); }
public static void GenerateWireVertices(BlockGeometryGenerator generator, int value, int x, int y, int z, int mountingFace, float centerBoxSize, Vector2 centerOffset, TerrainGeometrySubset subset) { var terrain = generator.Terrain; Color color = WireBlock.WireColor; int num = Terrain.ExtractContents(value); if (num == ElementBlock.Index) { int?color2 = PaintableItemBlock.GetColor(Terrain.ExtractData(value)); if (color2.HasValue) { color = SubsystemPalette.GetColor(generator, color2); } } float num3 = LightingManager.LightIntensityByLightValue[Terrain.ExtractLight(value)]; Vector3 v = new Vector3(x + 0.5f, y + 0.5f, z + 0.5f) - 0.5f * CellFace.FaceToVector3(mountingFace); Vector3 vector = CellFace.FaceToVector3(mountingFace); var v2 = new Vector2(0.9376f, 0.0001f); var v3 = new Vector2(0.03125f, 0.00550781237f); Point3 point = CellFace.FaceToPoint3(mountingFace); int cellContents = terrain.GetCellContents(x - point.X, y - point.Y, z - point.Z); bool flag = cellContents == 2 || cellContents == 7 || cellContents == 8 || cellContents == 6 || cellContents == 62 || cellContents == 72; Vector3 v4 = CellFace.FaceToVector3(SubsystemElectricity.GetConnectorFace(mountingFace, ElectricConnectorDirection.Top)); Vector3 vector2 = CellFace.FaceToVector3(SubsystemElectricity.GetConnectorFace(mountingFace, ElectricConnectorDirection.Left)) * centerOffset.X + v4 * centerOffset.Y; int num4 = 0; var paths = new DynamicArray <ElectricConnectionPath>(); ElementBlock.Block.GetAllConnectedNeighbors(terrain, ElementBlock.Block.GetDevice(x, y, z, value), mountingFace, paths); foreach (ElectricConnectionPath tmpConnectionPath in paths) { if ((num4 & (1 << tmpConnectionPath.ConnectorFace)) == 0) { ElectricConnectorDirection?connectorDirection = SubsystemElectricity.GetConnectorDirection(mountingFace, 0, tmpConnectionPath.ConnectorFace); if (centerOffset != Vector2.Zero || connectorDirection != ElectricConnectorDirection.In) { num4 |= 1 << tmpConnectionPath.ConnectorFace; Color color3 = color; if (num != ElementBlock.Index) { int cellValue = terrain.GetCellValue(x + tmpConnectionPath.NeighborOffsetX, y + tmpConnectionPath.NeighborOffsetY, z + tmpConnectionPath.NeighborOffsetZ); if (Terrain.ExtractContents(cellValue) == ElementBlock.Index) { int?color4 = PaintableItemBlock.GetColor(Terrain.ExtractData(cellValue)); if (color4.HasValue) { color3 = SubsystemPalette.GetColor(generator, color4); } } } Vector3 vector3 = (connectorDirection != ElectricConnectorDirection.In) ? CellFace.FaceToVector3(tmpConnectionPath.ConnectorFace) : (-Vector3.Normalize(vector2)); var vector4 = Vector3.Cross(vector, vector3); float s = (centerBoxSize >= 0f) ? MathUtils.Max(0.03125f, centerBoxSize / 2f) : (centerBoxSize / 2f); float num5 = (connectorDirection == ElectricConnectorDirection.In) ? 0.03125f : 0.5f; float num6 = (connectorDirection == ElectricConnectorDirection.In) ? 0f : ((tmpConnectionPath.ConnectorFace == tmpConnectionPath.NeighborFace) ? (num5 + 0.03125f) : ((tmpConnectionPath.ConnectorFace != CellFace.OppositeFace(tmpConnectionPath.NeighborFace)) ? num5 : (num5 - 0.03125f))); Vector3 vector5 = v - vector4 * 0.03125f + vector3 * s + vector2; Vector3 vector6 = v - vector4 * 0.03125f + vector3 * num5; Vector3 vector7 = v + vector4 * 0.03125f + vector3 * num5; Vector3 vector8 = v + vector4 * 0.03125f + vector3 * s + vector2; Vector3 vector9 = v + vector * 0.03125f + vector3 * (centerBoxSize / 2f) + vector2; Vector3 vector10 = v + vector * 0.03125f + vector3 * num6; if (flag && centerBoxSize == 0f) { Vector3 v5 = 0.25f * BlockGeometryGenerator.GetRandomWireOffset(0.5f * (vector5 + vector8), vector); vector5 += v5; vector8 += v5; vector9 += v5; } Vector2 vector11 = v2 + v3 * new Vector2(MathUtils.Max(0.0625f, centerBoxSize), 0f); Vector2 vector12 = v2 + v3 * new Vector2(num5 * 2f, 0f); Vector2 vector13 = v2 + v3 * new Vector2(num5 * 2f, 1f); Vector2 vector14 = v2 + v3 * new Vector2(MathUtils.Max(0.0625f, centerBoxSize), 1f); Vector2 vector15 = v2 + v3 * new Vector2(centerBoxSize, 0.5f); Vector2 vector16 = v2 + v3 * new Vector2(num6 * 2f, 0.5f); float num9 = 0.5f * (num3 + LightingManager.LightIntensityByLightValue[Terrain.ExtractLight(terrain.GetCellValue(x + tmpConnectionPath.NeighborOffsetX, y + tmpConnectionPath.NeighborOffsetY, z + tmpConnectionPath.NeighborOffsetZ))]); float num10 = LightingManager.CalculateLighting(-vector4); float num11 = LightingManager.CalculateLighting(vector4); float num12 = LightingManager.CalculateLighting(vector); float num13 = num10 * num3; float num14 = num10 * num9; float num15 = num11 * num9; float num16 = num11 * num3; float num17 = num12 * num3; float num18 = num12 * num9; var color5 = new Color((byte)(color3.R * num13), (byte)(color3.G * num13), (byte)(color3.B * num13)); var color6 = new Color((byte)(color3.R * num14), (byte)(color3.G * num14), (byte)(color3.B * num14)); var color7 = new Color((byte)(color3.R * num15), (byte)(color3.G * num15), (byte)(color3.B * num15)); var color8 = new Color((byte)(color3.R * num16), (byte)(color3.G * num16), (byte)(color3.B * num16)); var color9 = new Color((byte)(color3.R * num17), (byte)(color3.G * num17), (byte)(color3.B * num17)); var color10 = new Color((byte)(color3.R * num18), (byte)(color3.G * num18), (byte)(color3.B * num18)); int count = subset.Vertices.Count; subset.Vertices.Count += 6; TerrainVertex[] array = subset.Vertices.Array; BlockGeometryGenerator.SetupVertex(vector5.X, vector5.Y, vector5.Z, color5, vector11.X, vector11.Y, ref array[count]); BlockGeometryGenerator.SetupVertex(vector6.X, vector6.Y, vector6.Z, color6, vector12.X, vector12.Y, ref array[count + 1]); BlockGeometryGenerator.SetupVertex(vector7.X, vector7.Y, vector7.Z, color7, vector13.X, vector13.Y, ref array[count + 2]); BlockGeometryGenerator.SetupVertex(vector8.X, vector8.Y, vector8.Z, color8, vector14.X, vector14.Y, ref array[count + 3]); BlockGeometryGenerator.SetupVertex(vector9.X, vector9.Y, vector9.Z, color9, vector15.X, vector15.Y, ref array[count + 4]); BlockGeometryGenerator.SetupVertex(vector10.X, vector10.Y, vector10.Z, color10, vector16.X, vector16.Y, ref array[count + 5]); int count2 = subset.Indices.Count; subset.Indices.Count += (connectorDirection == ElectricConnectorDirection.In) ? 15 : 12; ushort[] array2 = subset.Indices.Array; array2[count2] = (ushort)count; array2[count2 + 1] = (ushort)(count + 5); array2[count2 + 2] = (ushort)(count + 1); array2[count2 + 3] = (ushort)(count + 5); array2[count2 + 4] = (ushort)count; array2[count2 + 5] = (ushort)(count + 4); array2[count2 + 6] = (ushort)(count + 4); array2[count2 + 7] = (ushort)(count + 2); array2[count2 + 8] = (ushort)(count + 5); array2[count2 + 9] = (ushort)(count + 2); array2[count2 + 10] = (ushort)(count + 4); array2[count2 + 11] = (ushort)(count + 3); if (connectorDirection == ElectricConnectorDirection.In) { array2[count2 + 12] = (ushort)(count + 2); array2[count2 + 13] = (ushort)(count + 1); array2[count2 + 14] = (ushort)(count + 5); } } } } if (centerBoxSize == 0f && (num4 != 0 || (num == ElementBlock.Index && (Terrain.ExtractData(value) & 1023) == 5))) { for (int i = 0; i < 6; i++) { if (i != mountingFace && i != CellFace.OppositeFace(mountingFace) && (num4 & (1 << i)) == 0) { Vector3 vector17 = CellFace.FaceToVector3(i); var v6 = Vector3.Cross(vector, vector17); Vector3 vector18 = v - v6 * 0.03125f + vector17 * 0.03125f; Vector3 vector19 = v + v6 * 0.03125f + vector17 * 0.03125f; Vector3 vector20 = v + vector * 0.03125f; if (flag) { Vector3 v7 = 0.25f * BlockGeometryGenerator.GetRandomWireOffset(0.5f * (vector18 + vector19), vector); vector18 += v7; vector19 += v7; vector20 += v7; } Vector2 vector21 = v2 + v3 * new Vector2(0.0625f, 0f); Vector2 vector22 = v2 + v3 * new Vector2(0.0625f, 1f); Vector2 vector23 = v2 + v3 * new Vector2(0f, 0.5f); float num19 = LightingManager.CalculateLighting(vector17) * num3; float num20 = LightingManager.CalculateLighting(vector) * num3; var color11 = new Color((byte)(color.R * num19), (byte)(color.G * num19), (byte)(color.B * num19)); var color12 = new Color((byte)(color.R * num20), (byte)(color.G * num20), (byte)(color.B * num20)); int count3 = subset.Vertices.Count; subset.Vertices.Count += 3; var array3 = subset.Vertices.Array; BlockGeometryGenerator.SetupVertex(vector18.X, vector18.Y, vector18.Z, color11, vector21.X, vector21.Y, ref array3[count3]); BlockGeometryGenerator.SetupVertex(vector19.X, vector19.Y, vector19.Z, color11, vector22.X, vector22.Y, ref array3[count3 + 1]); BlockGeometryGenerator.SetupVertex(vector20.X, vector20.Y, vector20.Z, color12, vector23.X, vector23.Y, ref array3[count3 + 2]); int count4 = subset.Indices.Count; subset.Indices.Count += 3; ushort[] array4 = subset.Indices.Array; array4[count4] = (ushort)count3; array4[count4 + 1] = (ushort)(count3 + 2); array4[count4 + 2] = (ushort)(count3 + 1); } } } }
public void AppendModelMeshPart(ModelMeshPart meshPart, Matrix matrix, bool makeEmissive, bool flipWindingOrder, bool doubleSided, bool flipNormals, Color color) { VertexBuffer vertexBuffer = meshPart.VertexBuffer; IndexBuffer indexBuffer = meshPart.IndexBuffer; ReadOnlyList <VertexElement> vertexElements = vertexBuffer.VertexDeclaration.VertexElements; if (vertexElements.Count != 3 || vertexElements[0].Offset != 0 || vertexElements[0].Semantic != VertexElementSemantic.Position.GetSemanticString() || vertexElements[1].Offset != 12 || vertexElements[1].Semantic != VertexElementSemantic.Normal.GetSemanticString() || vertexElements[2].Offset != 24 || vertexElements[2].Semantic != VertexElementSemantic.TextureCoordinate.GetSemanticString()) { throw new InvalidOperationException("Wrong vertex format for a block mesh."); } publicVertex[] vertexData = GetVertexData <publicVertex>(vertexBuffer); ushort[] indexData = GetIndexData <ushort>(indexBuffer); Dictionary <ushort, ushort> dictionary = new Dictionary <ushort, ushort>(); for (int i = meshPart.StartIndex; i < meshPart.StartIndex + meshPart.IndicesCount; i++) { ushort num = indexData[i]; if (!dictionary.ContainsKey(num)) { dictionary.Add(num, (ushort)Vertices.Count); BlockMeshVertex item = default(BlockMeshVertex); item.Position = Vector3.Transform(vertexData[num].Position, matrix); item.TextureCoordinates = vertexData[num].TextureCoordinate; Vector3 vector = Vector3.Normalize(Vector3.TransformNormal(flipNormals ? (-vertexData[num].Normal) : vertexData[num].Normal, matrix)); if (makeEmissive) { item.IsEmissive = true; item.Color = color; } else { item.Color = color * LightingManager.CalculateLighting(vector); item.Color.A = color.A; } item.Face = (byte)CellFace.Vector3ToFace(vector); Vertices.Add(item); } } for (int j = 0; j < meshPart.IndicesCount / 3; j++) { if (doubleSided) { Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j]]); Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j + 1]]); Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j + 2]]); Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j]]); Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j + 2]]); Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j + 1]]); } else if (flipWindingOrder) { Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j]]); Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j + 2]]); Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j + 1]]); } else { Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j]]); Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j + 1]]); Indices.Add(dictionary[indexData[meshPart.StartIndex + 3 * j + 2]]); } } Trim(); }
public static void DrawCubeBlock(PrimitivesRenderer3D primitivesRenderer, int value, Vector3 size, ref Matrix matrix, Color color, Color topColor, DrawBlockEnvironmentData environmentData) { environmentData = environmentData ?? m_defaultEnvironmentData; var texture = environmentData.SubsystemTerrain != null ? environmentData.SubsystemTerrain.SubsystemAnimatedTextures.AnimatedBlocksTexture : BlocksTexturesManager.DefaultBlocksTexture; var texturedBatch3D = primitivesRenderer.TexturedBatch(texture, true, 0, null, RasterizerState.CullCounterClockwiseScissor, null, SamplerState.PointClamp); var s = LightingManager.LightIntensityByLightValue[environmentData.Light]; color = Color.MultiplyColorOnly(color, s); topColor = Color.MultiplyColorOnly(topColor, s); var translation = matrix.Translation; var vector3_1 = matrix.Right * size.X; var vector3_2 = matrix.Up * size.Y; var vector3_3 = matrix.Forward * size.Z; var result1 = translation + 0.5f * (-vector3_1 - vector3_2 - vector3_3); var result2 = translation + 0.5f * (vector3_1 - vector3_2 - vector3_3); var result3 = translation + 0.5f * (-vector3_1 + vector3_2 - vector3_3); var result4 = translation + 0.5f * (vector3_1 + vector3_2 - vector3_3); var result5 = translation + 0.5f * (-vector3_1 - vector3_2 + vector3_3); var result6 = translation + 0.5f * (vector3_1 - vector3_2 + vector3_3); var result7 = translation + 0.5f * (-vector3_1 + vector3_2 + vector3_3); var result8 = translation + 0.5f * (vector3_1 + vector3_2 + vector3_3); if (environmentData.ViewProjectionMatrix.HasValue) { var m = environmentData.ViewProjectionMatrix.Value; Vector3.Transform(ref result1, ref m, out result1); Vector3.Transform(ref result2, ref m, out result2); Vector3.Transform(ref result3, ref m, out result3); Vector3.Transform(ref result4, ref m, out result4); Vector3.Transform(ref result5, ref m, out result5); Vector3.Transform(ref result6, ref m, out result6); Vector3.Transform(ref result7, ref m, out result7); Vector3.Transform(ref result8, ref m, out result8); } var block = Blocks[Terrain.ExtractContents(value)]; var slotTexCoord1 = m_slotTexCoords[block.GetFaceTextureSlot(0, value)]; var color1 = Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(-matrix.Forward)); texturedBatch3D.QueueQuad(result1, result3, result4, result2, new Vector2(slotTexCoord1.X, slotTexCoord1.W), new Vector2(slotTexCoord1.X, slotTexCoord1.Y), new Vector2(slotTexCoord1.Z, slotTexCoord1.Y), new Vector2(slotTexCoord1.Z, slotTexCoord1.W), color1); var slotTexCoord2 = m_slotTexCoords[block.GetFaceTextureSlot(2, value)]; var color2 = Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(matrix.Forward)); texturedBatch3D.QueueQuad(result5, result6, result8, result7, new Vector2(slotTexCoord2.Z, slotTexCoord2.W), new Vector2(slotTexCoord2.X, slotTexCoord2.W), new Vector2(slotTexCoord2.X, slotTexCoord2.Y), new Vector2(slotTexCoord2.Z, slotTexCoord2.Y), color2); var slotTexCoord3 = m_slotTexCoords[block.GetFaceTextureSlot(5, value)]; var color3 = Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(-matrix.Up)); texturedBatch3D.QueueQuad(result1, result2, result6, result5, new Vector2(slotTexCoord3.X, slotTexCoord3.Y), new Vector2(slotTexCoord3.Z, slotTexCoord3.Y), new Vector2(slotTexCoord3.Z, slotTexCoord3.W), new Vector2(slotTexCoord3.X, slotTexCoord3.W), color3); var slotTexCoord4 = m_slotTexCoords[block.GetFaceTextureSlot(4, value)]; var color4 = Color.MultiplyColorOnly(topColor, LightingManager.CalculateLighting(matrix.Up)); texturedBatch3D.QueueQuad(result3, result7, result8, result4, new Vector2(slotTexCoord4.X, slotTexCoord4.W), new Vector2(slotTexCoord4.X, slotTexCoord4.Y), new Vector2(slotTexCoord4.Z, slotTexCoord4.Y), new Vector2(slotTexCoord4.Z, slotTexCoord4.W), color4); var slotTexCoord5 = m_slotTexCoords[block.GetFaceTextureSlot(1, value)]; var color5 = Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(-matrix.Right)); texturedBatch3D.QueueQuad(result1, result5, result7, result3, new Vector2(slotTexCoord5.Z, slotTexCoord5.W), new Vector2(slotTexCoord5.X, slotTexCoord5.W), new Vector2(slotTexCoord5.X, slotTexCoord5.Y), new Vector2(slotTexCoord5.Z, slotTexCoord5.Y), color5); var slotTexCoord6 = m_slotTexCoords[block.GetFaceTextureSlot(3, value)]; var color6 = Color.MultiplyColorOnly(color, LightingManager.CalculateLighting(matrix.Right)); texturedBatch3D.QueueQuad(result2, result4, result8, result6, new Vector2(slotTexCoord6.X, slotTexCoord6.W), new Vector2(slotTexCoord6.X, slotTexCoord6.Y), new Vector2(slotTexCoord6.Z, slotTexCoord6.Y), new Vector2(slotTexCoord6.Z, slotTexCoord6.W), color6); }