public void AddCommand(RenderMaterial material, MaterialAnim anim, WorldMatrixHandle world, Lighting lights, VertexBuffer buffer, PrimitiveTypes primitive, int baseVertex, int start, int count, int layer, float z = 0, DfmSkinning skinning = null) { if (material.IsTransparent) { Transparents[transparentCommand++] = new RenderCommand() { Source = material, MaterialAnim = anim, Lights = lights, Buffer = buffer, BaseVertex = baseVertex, Start = start, Count = count, Primitive = primitive, CmdType = RenderCmdType.Material, World = world, SortLayer = layer, Z = z }; } else { if (skinning != null) { material.Bones = BonesBuffer; material.BufferOffset = skinning.BufferOffset; } else { material.Bones = null; } material.MaterialAnim = anim; material.World = world; material.Use(rstate, buffer.VertexType, ref lights); buffer.Draw(primitive, baseVertex, start, count); if (material.DoubleSided) { material.FlipNormals = true; material.UpdateFlipNormals(); rstate.CullFace = CullFaces.Front; buffer.Draw(primitive, baseVertex, start, count); rstate.CullFace = CullFaces.Back; material.FlipNormals = false; } } }
public void AddCommand(RenderMaterial material, MaterialAnim anim, WorldMatrixHandle world, Lighting lights, VertexBuffer buffer, PrimitiveTypes primitive, int baseVertex, int start, int count, int layer, float z = 0, DfmSkinning skinning = null) { if (material.IsTransparent) { Transparents[transparentCommand++] = new RenderCommand() { Key = RenderCommand.MakeKey(RenderType.Transparent, material.Key, layer, z, 0), Source = material, MaterialAnim = anim, Lights = lights, Buffer = buffer, BaseVertex = baseVertex, Start = start, Count = count, Primitive = primitive, CmdType = RenderCmdType.Material, World = world, }; } else { if (skinning != null) { material.Bones = BonesBuffer; material.BufferOffset = skinning.BufferOffset; } else { material.Bones = null; } material.MaterialAnim = anim; material.World = world; material.Use(rstate, buffer.VertexType, ref lights); if (material.DoubleSided) { rstate.Cull = false; } buffer.Draw(primitive, baseVertex, start, count); if (material.DoubleSided) { rstate.Cull = true; } } }