public ModelCubeOutline() : base(null, new Shader("color", "colorIn")) { float[] vertices = { 0, 1, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 0, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 0 }; RawModel = ModelManager.LoadModel3ToVao(vertices); }
public ModelParticle(Shader shader) : base(null, shader) { var vertexes = CubeModelBuilder.CreateCubeVertexes(true); var normals = CubeModelBuilder.CreateCubeNormals(); var uvs = CubeModelBuilder.CreateCubeUvs(); RawModel = ModelManager.LoadModel3ToVao(vertexes, normals, uvs); }
public ModelChunk(float[] vertexes, float[] normals, float[] uvs, Shader shader) : base(null, shader) { IsGenerated = vertexes.Length > 0; RawModel = ModelManager.LoadModel3ToVao(vertexes, normals, uvs); }