/// <summary> /// 初始化顶点位置和索引 /// </summary> /// <param name="gridCoords"></param> protected void Init(MeshBase geometry) { ////TODO:如果用此方式,则必须先将此对象加入scene树,然后再调用Init //OpenGL gl = this.TraverseToRootElement().ParentScene.OpenGL; positionBuffer = new uint[1]; positionBuffer[0] = CreateVertexBufferObject(OpenGL.GL_ARRAY_BUFFER, geometry.Positions, OpenGL.GL_STATIC_DRAW); }
/// <summary> /// 初始化顶点位置和索引 /// </summary> /// <param name="gridCoords"></param> protected void Init(MeshBase geometry) { ////TODO:如果用此方式,则必须先将此对象加入scene树,然后再调用Init //OpenGL gl = this.TraverseToRootElement().ParentScene.OpenGL; SetPositions(geometry.Positions); }