/// <summary> /// Creates a <see cref="T:PointsVertex[]"/>. /// </summary> private Geometry3D.PointsVertex[] CreateVertexArray() { var positions = this.Geometry.Positions.Array; var vertexCount = this.Geometry.Positions.Count; var color = this.Color; var result = new Geometry3D.PointsVertex[vertexCount]; if (this.Geometry.Colors != null && this.Geometry.Colors.Any()) { var colors = this.Geometry.Colors; for (var i = 0; i < vertexCount; i++) { result[i] = new Geometry3D.PointsVertex { Position = new Vector4(positions[i], 1f), Color = color * colors[i], }; } } else { for (var i = 0; i < vertexCount; i++) { result[i] = new Geometry3D.PointsVertex { Position = new Vector4(positions[i], 1f), Color = color, }; } } return(result); }
/// <summary> /// Creates a <see cref="T:PointsVertex[]"/>. /// </summary> private Geometry3D.PointsVertex[] CreatePointVertexArray() { var positions = this.Geometry.Positions.Array; var vertexCount = this.Geometry.Positions.Count; var color = this.Color; var result = new Geometry3D.PointsVertex[vertexCount]; if (this.Geometry.Colors != null && this.Geometry.Colors.Any()) { var colors = this.Geometry.Colors; for (var i = 0; i < vertexCount; i++) { result[i] = new Geometry3D.PointsVertex { Position = new Vector4(positions[i], 1f), Color = color * colors[i], }; } } else { for (var i = 0; i < vertexCount; i++) { result[i] = new Geometry3D.PointsVertex { Position = new Vector4(positions[i], 1f), Color = color, }; } } return result; }