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C# DynamicVertexBuffer.Dispose方法代码示例

本文整理汇总了C#中DynamicVertexBuffer.Dispose方法的典型用法代码示例。如果您正苦于以下问题:C# DynamicVertexBuffer.Dispose方法的具体用法?C# DynamicVertexBuffer.Dispose怎么用?C# DynamicVertexBuffer.Dispose使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在DynamicVertexBuffer的用法示例。


在下文中一共展示了DynamicVertexBuffer.Dispose方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: DrawInstancedTowers

        private static void DrawInstancedTowers(int playerNum, int towerType, int amount)
        {
            //int amount = units[playerNum][unitType].Count;

            if (amount == 0)
                return;

            instanceVertexBuffer = null; ///////////////////////////////////////////////////////////////////FIX THIS!
            // If we have more instances than room in our vertex buffer, grow it to the neccessary size.
            if ((instanceVertexBuffer == null) ||
                (amount > instanceVertexBuffer.VertexCount))
            {
                if (instanceVertexBuffer != null)
                    instanceVertexBuffer.Dispose();

                instanceVertexBuffer = new DynamicVertexBuffer(ScreenManager.Game.GraphicsDevice, instanceVertexDeclaration,
                                                               amount, BufferUsage.WriteOnly);
            }

            // Transfer the latest instance transform matrices into the instanceVertexBuffer.
            instanceVertexBuffer.SetData(towerTransforms, 0, amount, SetDataOptions.Discard);

            for (int i = 0; i < instancedModels[towerType][playerNum].Meshes.Count; i++)
            {
                for (int j = 0; j < instancedModels[towerType][playerNum].Meshes[i].MeshParts.Count; j++)
                {

                    // Tell the GPU to read from both the model vertex buffer plus our instanceVertexBuffer.
                    ScreenManager.Game.GraphicsDevice.SetVertexBuffers(
                        new VertexBufferBinding(instancedModels[towerType][playerNum].Meshes[i].MeshParts[j].VertexBuffer,
                            instancedModels[towerType][playerNum].Meshes[i].MeshParts[j].VertexOffset, 0),
                        new VertexBufferBinding(instanceVertexBuffer, 0, 1)
                    );

                    ScreenManager.Game.GraphicsDevice.Indices = instancedModels[towerType][playerNum].Meshes[i].MeshParts[j].IndexBuffer;

                    // Set up the instance rendering effect.
                    Effect effect = instancedModels[towerType][playerNum].Meshes[i].MeshParts[j].Effect;

                    effect.CurrentTechnique = effect.Techniques["HardwareInstancing"];

                    effect.Parameters["World"].SetValue(instancedModelBones[towerType][playerNum][instancedModels[towerType][playerNum].Meshes[i].ParentBone.Index]);
                    effect.Parameters["View"].SetValue(cameraManager.ViewMatrix);
                    effect.Parameters["Projection"].SetValue(cameraManager.ProjectionMatrix);

                    // Draw all the instance copies in a single call.
                    for (int k = 0; k < effect.CurrentTechnique.Passes.Count; k++)
                    {
                        effect.CurrentTechnique.Passes[k].Apply();

                        ScreenManager.Game.GraphicsDevice.DrawInstancedPrimitives(PrimitiveType.TriangleList, 0, 0,
                                                                instancedModels[towerType][playerNum].Meshes[i].MeshParts[j].NumVertices,
                                                                instancedModels[towerType][playerNum].Meshes[i].MeshParts[j].StartIndex,
                                                                instancedModels[towerType][playerNum].Meshes[i].MeshParts[j].PrimitiveCount,
                                                                amount);
                    }
                }
            }
        }
开发者ID:holtkampw,项目名称:UH-Sample-XNA-Project,代码行数:59,代码来源:TowerCollection.cs


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