private void AddTriangle(Vector2 a, Vector2 b, Vector2 c) { Triangle triangle = new Triangle(a.X, a.Y, (float)CurrentZ, b.X, b.Y, (float)CurrentZ, c.X, c.Y, (float)CurrentZ, ColorOut.Color.ToArgb()) { BasePoint = new Vector2(SmoothLineParticles[SmoothLineParticles.Count - 1].x, SmoothLineParticles[SmoothLineParticles.Count - 1].y) }; AddMesh(triangle); TriangleList.Add(triangle); }
//Adding triangle to mesh private void AddMesh(Triangle triangle) { for (int i = 0; i < 3; i++) { Vertex vertex = new Vertex { pv = new Vector3(triangle.Vertices[i].X, triangle.Vertices[i].Y, triangle.Vertices[i].Z), nv = new Vector3(0.0f, 0.0f, 1.0f), tu1 = 0.5f - triangle.Vertices[i].X, tv1 = 0.5f - triangle.Vertices[i].Y }; Vertices.Add(vertex); } Indexes.Add(Convert.ToInt16((Vertices.Count - 3))); Indexes.Add(Convert.ToInt16((Vertices.Count - 2))); Indexes.Add(Convert.ToInt16((Vertices.Count - 1))); }