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C# DynamicVertexBuffer.SetData方法代码示例

本文整理汇总了C#中DynamicVertexBuffer.SetData方法的典型用法代码示例。如果您正苦于以下问题:C# DynamicVertexBuffer.SetData方法的具体用法?C# DynamicVertexBuffer.SetData怎么用?C# DynamicVertexBuffer.SetData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.SetData方法的15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: CalcVertexBuffer

        public void CalcVertexBuffer()
        {
            if (instanceVertexBuffer != null)
                instanceVertexBuffer.Dispose();

            instanceVertexBuffer = new DynamicVertexBuffer(BaseClass.Device, instanceVertexDeclaration, instanceTransformMatrices.Count, BufferUsage.WriteOnly);
            instanceVertexBuffer.SetData(instanceTransformMatrices.Values.ToArray(), 0, instanceTransformMatrices.Count, SetDataOptions.Discard);
        }
开发者ID:Andrusza,项目名称:PiratesArr,代码行数:8,代码来源:Instancer.cs

示例2: StoreOnGPU

        public void StoreOnGPU(GraphicsDevice device)
        {
            GPUMode = true;
            GPUBlendVertexBuffer = new DynamicVertexBuffer(device, MeshVertex.SizeInBytes * BlendVertexBuffer.Length, BufferUsage.None);
            GPUBlendVertexBuffer.SetData(BlendVertexBuffer);

            GPUIndexBuffer = new IndexBuffer(device, sizeof(short) * IndexBuffer.Length, BufferUsage.None, IndexElementSize.SixteenBits);
            GPUIndexBuffer.SetData(IndexBuffer);
        }
开发者ID:ddfczm,项目名称:Project-Dollhouse,代码行数:9,代码来源:Mesh.cs

示例3: Initialize

 protected override void Initialize()
 {
     //Создаем буффер индексов и вершин
     graphics.GraphicsDevice.Flush();
     vertexBuffer = new DynamicVertexBuffer(graphics.GraphicsDevice, typeof(VertexPositionNormalTexture), vertex.Length, BufferUsage.WriteOnly);
     indexBuffer = new IndexBuffer(graphics.GraphicsDevice, typeof(int), indices.Length, BufferUsage.WriteOnly);
     //Создаем вершины для наших частиц.
     CreateVertex();
     //Переносим данные в буффер для видеокарты.
     indexBuffer.SetData(indices);
     vertexBuffer.SetData(vertex);
     //Вызываем иниталайз для базового класса и всех компоненетов, если они у нас есть.
     base.Initialize();
 }
开发者ID:Winbringer,项目名称:MonoGame3DKezumieParticles,代码行数:14,代码来源:Game1.cs

示例4: MMDCPUModelPartP

 /// <summary>
 /// コンストラクタ
 /// </summary>
 /// <param name="triangleCount">三角形の個数</param>
 /// <param name="vertices">頂点配列</param>
 /// <param name="indexBuffer">インデックスバッファ</param>
 public MMDCPUModelPartP(int triangleCount, MMDVertex[] vertices,int[] vertMap, IndexBuffer indexBuffer)
     : base(triangleCount, vertices.Length, vertMap, indexBuffer)
 {
     this.vertices = vertices;
     //GPUリソース作成
     gpuVertices = new VertexPosition[vertices.Length];
     vertexBuffer = new DynamicVertexBuffer(indexBuffer.GraphicsDevice, typeof(VertexPosition), vertices.Length, BufferUsage.WriteOnly);
     //初期値代入
     for (int i = 0; i < vertices.Length; i++)
     {
         gpuVertices[i].Position = vertices[i].Position;
     }
     // put the vertices into our vertex buffer
     vertexBuffer.SetData(gpuVertices, 0, vertexCount, SetDataOptions.Discard);
 }
开发者ID:himapo,项目名称:ccm,代码行数:21,代码来源:MMDCPUModelPart.cs

示例5: BuildMesh

        /// <summary>
        /// Build the mesh used to draw the particles
        /// </summary>
        private void BuildMesh()
        {
            if (this.mesh != null)
            {
                this.DestroyMesh();
            }

            this.maxProjectiles = this.manager.Capacity;

            int nVertices = VerticesPerProjectile * this.maxProjectiles;
            int nIndices = IndicesPerProjectile * this.maxProjectiles;

            // Indices
            ushort[] indices = new ushort[nIndices];
            for (int i = 0; i < this.maxProjectiles; i++)
            {
                indices[(i * IndicesPerProjectile) + 0] = (ushort)(i * 4);
                indices[(i * IndicesPerProjectile) + 1] = (ushort)((i * 4) + 1);
                indices[(i * IndicesPerProjectile) + 2] = (ushort)((i * 4) + 2);
                indices[(i * IndicesPerProjectile) + 3] = (ushort)((i * 4) + 2);
                indices[(i * IndicesPerProjectile) + 4] = (ushort)((i * 4) + 3);
                indices[(i * IndicesPerProjectile) + 5] = (ushort)(i * 4);
            }

            IndexBuffer indexBuffer = new IndexBuffer(indices);
            this.RenderManager.GraphicsDevice.BindIndexBuffer(indexBuffer);

            // Vertices
            this.vertices = new VertexPositionColorTexture[nVertices];
            for (int i = 0; i < this.maxProjectiles; i++)
            {
                vertices[(i * VerticesPerProjectile) + 0].TexCoord = Vector2.Zero;
                vertices[(i * VerticesPerProjectile) + 0].Color = Color.White;
                vertices[(i * VerticesPerProjectile) + 1].TexCoord = Vector2.UnitX;
                vertices[(i * VerticesPerProjectile) + 1].Color = Color.White;
                vertices[(i * VerticesPerProjectile) + 2].TexCoord = Vector2.One;
                vertices[(i * VerticesPerProjectile) + 2].Color = Color.White;
                vertices[(i * VerticesPerProjectile) + 3].TexCoord = Vector2.UnitY;
                vertices[(i * VerticesPerProjectile) + 3].Color = Color.White;
            }

            DynamicVertexBuffer vertexBuffer = new DynamicVertexBuffer(VertexPositionColorTexture.VertexFormat);
            vertexBuffer.SetData(this.vertices);
            this.GraphicsDevice.BindVertexBuffer(vertexBuffer);

            this.mesh = new Mesh(0, nVertices, 0, nIndices / 3, vertexBuffer, indexBuffer, PrimitiveType.TriangleList)
                {
                    DisableBatch = true
                };
        }
开发者ID:seraph526,项目名称:Samples,代码行数:53,代码来源:ProjectilesRenderer.cs

示例6: Hook

        public void Hook(RTSRenderer renderer, GameState s, int ti, int unit)
        {
            // Filter For Unit Types
            RTSTeam team = s.teams[ti];
            Data = team.Race.Units[unit];

            // Always Add A Unit To List When Spawned
            team.OnUnitSpawn += OnUnitSpawn;

            // Create Instance Buffer
            visible = new List<RTSUnit>();
            instVerts = new VertexRTSAnimInst[Data.MaxCount];
            instances = new List<RTSUnit>(Data.MaxCount);
            dead = new List<RTSUnit>();
            for(int i = 0; i < team.Units.Count; i++) {
                OnUnitSpawn(team.Units[i]);
            }

            for(int i = 0; i < instVerts.Length; i++)
                instVerts[i] = new VertexRTSAnimInst(Matrix.Identity, 0);
            dvbInstances = renderer.CreateDynamicVertexBuffer(VertexRTSAnimInst.Declaration, instVerts.Length, BufferUsage.WriteOnly);
            dvbInstances.SetData(instVerts);
            dvbInstances.ContentLost += (sender, args) => { rebuildDVB = true; };
            rebuildDVB = false;
        }
开发者ID:RegrowthStudios,项目名称:VoxelRTS,代码行数:25,代码来源:RTSUnitModel.cs

示例7: Vector3

        /*public void Transform(Bone bone)
        {

            var binding = BoneBindings.FirstOrDefault(x => x.BoneName.Equals(bone.Name, StringComparison.InvariantCultureIgnoreCase));
            if (binding != null)
            {
                for (var i = 0; i < binding.RealVertexCount; i++)
                {
                    var vertexIndex = binding.FirstRealVertex + i;
                    var blendVertexIndex = vertexIndex;//binding.FirstBlendVertex + i;

                    var realVertex = RealVertexBuffer[vertexIndex];
                    //var matrix = Matrix.CreateTranslation(realVertex.Position) * bone.AbsoluteMatrix;

                    //Position
                    var newPosition = Vector3.Transform(realVertex.Position, bone.AbsoluteMatrix);
                    BlendVertexBuffer[blendVertexIndex].Position = newPosition;

                    //Normals
                    var matrix = Matrix.CreateTranslation(
                        new Vector3(realVertex.Normal.X,
                                    realVertex.Normal.Y,
                                    realVertex.Normal.Z)) * bone.AbsoluteMatrix;
                }

                for (var i = 0; i < binding.BlendVertexCount; i++)
                {
                    var blendVertexIndex = binding.FirstBlendVertex + i;
                    var realVertex = UntransformedBlendVerts[blendVertexIndex];

                    //Position
                    var newPosition = Vector3.Transform(realVertex, bone.AbsoluteMatrix);
                    TransformedBlendVerts[blendVertexIndex] = newPosition;

                    //todo, alter normals too. would it be correct to linear interpolate that too? it seems like doing that might be kinda stupid

                }

            }

            foreach (var child in bone.Children)
            {
                Transform(child);
            }

            if (bone.Name.Equals("ROOT", StringComparison.InvariantCultureIgnoreCase))
            {
                for (int i = 0; i < BlendData.Length; i++)
                {
                    var data = BlendData[i];
                    var vert = TransformedBlendVerts[i];

                    BlendVertexBuffer[data.OtherVertex].Position = Vector3.Lerp(BlendVertexBuffer[data.OtherVertex].Position, vert, data.Weight);
                }

                InvalidateMesh();
            }
        }*/
        public void StoreOnGPU(GraphicsDevice device)
        {
            GPUMode = true;
            GPUVertexBuffer = new DynamicVertexBuffer(device, typeof(VitaboyVertex), VertexBuffer.Length, BufferUsage.None);
            GPUVertexBuffer.SetData(VertexBuffer);

            GPUIndexBuffer = new IndexBuffer(device, IndexElementSize.SixteenBits, IndexBuffer.Length, BufferUsage.None);
            GPUIndexBuffer.SetData(IndexBuffer);
        }
开发者ID:ddfczm,项目名称:Project-Dollhouse,代码行数:67,代码来源:Mesh.cs

示例8: InitializeBuffers

        private void InitializeBuffers()
        {
            Vertex[] vertices = new Vertex[Size * Size];

            for (int i = 0; i < Size; i++)
                for (int j = 0; j < Size; j++)
                    vertices[i + j * Size].Position = new Vector3(i, 0.0f, -j);

            int[] indices = new int[(Size - 1) * (Size - 1) * 6];
            int count = 0;

            for (int i = 0; i < Size - 1; i++)
                for (int j = 0; j < Size - 1; j++)
                {
                    indices[count++] = GetIndex(i, j);
                    indices[count++] = GetIndex(i, j + 1);
                    indices[count++] = GetIndex(i + 1, j);

                    indices[count++] = GetIndex(i, j + 1);
                    indices[count++] = GetIndex(i + 1, j + 1);
                    indices[count++] = GetIndex(i + 1, j);
                }

            int maxIndices = (Size - 1) * (Size - 1) * 6;

            VertexBuffer = new DynamicVertexBuffer(GraphicsDevice, typeof(Vertex), vertices.Length, BufferUsage.None);
            IndexBuffer = new DynamicIndexBuffer(GraphicsDevice, typeof(int), maxIndices, BufferUsage.None);

            BasicIndexBuffer = new IndexBuffer(GraphicsDevice, typeof(int), maxIndices, BufferUsage.None);

            VertexBuffer.SetData<Vertex>(vertices);
            BasicIndexBuffer.SetData<int>(indices);
        }
开发者ID:sp-alex-osou,项目名称:TerrainLOD,代码行数:33,代码来源:BasicTerrain.cs

示例9: BuildMesh

        /// <summary>
        /// Build the mesh used to draw all trails
        /// </summary>
        private void BuildMesh()
        {
            if (this.mesh != null)
            {
                this.DestroyMesh();
            }

            // Indices
            this.indices = new ushort[this.nIndices];
            DynamicIndexBuffer indexBuffer = new DynamicIndexBuffer(this.indices);
            this.RenderManager.GraphicsDevice.BindIndexBuffer(indexBuffer);

            // Vertices
            this.vertices = new VertexPositionColorTexture[this.nVertices];
            DynamicVertexBuffer vertexBuffer = new DynamicVertexBuffer(VertexPositionColorTexture.VertexFormat);
            vertexBuffer.SetData(this.vertices);
            this.GraphicsDevice.BindVertexBuffer(vertexBuffer);

            this.mesh = new Mesh(0, nVertices, 0, nIndices / 3, vertexBuffer, indexBuffer, PrimitiveType.TriangleStrip)
            {
                DisableBatch = true
            };
        }
开发者ID:WaveEngine,项目名称:Samples,代码行数:26,代码来源:TrailsRenderer.cs

示例10: InitVertexBuffer


//.........这里部分代码省略.........

            int index = 0;

            for (int rib = 0; rib < NUM_RIBS; ++rib)
            {
                double ribAngle = rib * radiansBetweenRibs;
                float cos = (float)Math.Cos(ribAngle);
                float sin = (float)Math.Sin(ribAngle);

                for (int led = 0; led < LEDS_PER_RIB; ++led, index += 4)
                {
                    float rowRadius = (float)Math.Cos(led * radiansBetweenRows) * radiusDome + 1.0f;
                    float rowHeight = (float)Math.Sin(led * radiansBetweenRows) * heightDome;

                    Vector3 pos = new Vector3(cos * rowRadius, sin * rowRadius, rowHeight);
                    m_Lights[index + 0].Color = Color.White;
                    m_Lights[index + 1].Color = Color.White;
                    m_Lights[index + 2].Color = Color.White;
                    m_Lights[index + 3].Color = Color.White;

                    m_Lights[index + 0].Position = pos;
                    m_Lights[index + 1].Position = pos;
                    m_Lights[index + 2].Position = pos;
                    m_Lights[index + 3].Position = pos;
                }
            }

            // Init our pendant indicators

            // H
            float radiusPendants = 280.0f;
            float heightPendants = 16.0f;

            // Angle over which we want to render the pendants:
            float arcPendants = (float)Math.PI / 2;
            float radiansBetweenPendants = (float)(arcPendants / NUM_PENDANTS_MAX);
            // float radiansBetweenPendantLEDs = (float)((Math.PI / 2) / LEDS_PER_PENDANT_MAX);

            // The radius between pendant LEDs is spacing between LEDs in a pendant:
            float radiusBetweenPendantLEDs = 8.0f; // 32.0f / LEDS_PER_PENDANT_MAX;

            m_PendantLightIndexOffset = index / 4;
            for (int pendant = 0; pendant < NUM_PENDANTS_MAX; ++pendant)
            {
                // 3D-position: X and Y are on the ground, Z is up towards top of dome
                double angle = ((pendant + 0.5) * radiansBetweenPendants) + (Math.PI / 4);
                float cos = (float)Math.Cos(angle);
                float sin = (float)Math.Sin(angle);
                for (int led = 0; led < LEDS_PER_PENDANT_MAX; ++led, index += 4)
                {
                    float rowRadius = radiusPendants + led * radiusBetweenPendantLEDs; // (float)Math.Cos(led * radiansBetweenPendantLEDs) * radiusPendants + 1.0f;
                    float rowHeight = heightPendants; // *(float)Math.Sin(led * radiansBetweenPendantLEDs);
                    Vector3 pos = new Vector3(cos * rowRadius, sin * rowRadius, rowHeight);
                    m_Lights[index + 0].Color = Color.White;
                    m_Lights[index + 1].Color = Color.White;
                    m_Lights[index + 2].Color = Color.White;
                    m_Lights[index + 3].Color = Color.White;

                    m_Lights[index + 0].Position = pos;
                    m_Lights[index + 1].Position = pos;
                    m_Lights[index + 2].Position = pos;
                    m_Lights[index + 3].Position = pos;
                }
            }

            // Init our satellites:
            float arcSatellites = 2.0f * (float)Math.PI;
            float radiansBetweenSatelliteLEDs = (float)(arcSatellites / LEDS_PER_SATELLITE);
            float radiusSatellites = 64.0f;
            float xOffsetSatellites = 280.0f;
            float yOffsetSatellites = 280.0f;
            float zOffsetSatellites = 0.0f;

            m_SatelliteLightIndexOffset = index / 4;
            for (int satellite = 0; satellite < NUM_SATELLITES; ++satellite)
            {
                // 3D-position: X and Y are on the ground, Z is up towards top of dome

                float xOffset = (satellite == 0) ? xOffsetSatellites : -xOffsetSatellites;

                for (int led = 0; led < LEDS_PER_SATELLITE; ++led, index += 4)
                {
                    double angle = (led * radiansBetweenSatelliteLEDs);// +(Math.PI / 4);
                    float cos = (float)Math.Cos(angle);
                    float sin = (float)Math.Sin(angle);
                    Vector3 pos = new Vector3(xOffset + cos * radiusSatellites, yOffsetSatellites + sin * radiusSatellites, zOffsetSatellites);
                    m_Lights[index + 0].Color = Color.White;
                    m_Lights[index + 1].Color = Color.White;
                    m_Lights[index + 2].Color = Color.White;
                    m_Lights[index + 3].Color = Color.White;

                    m_Lights[index + 0].Position = pos;
                    m_Lights[index + 1].Position = pos;
                    m_Lights[index + 2].Position = pos;
                    m_Lights[index + 3].Position = pos;
                }
            }

            m_VB.SetData(m_Lights);
        }
开发者ID:Condrat,项目名称:JellyFish12000,代码行数:101,代码来源:Dome.cs

示例11: InitializeVertice

        /// <summary>
        /// Initialization new RenderVertices
        /// </summary>
        /// <param name="g"></param>
        private void InitializeVertice(GraphicsDevice g)
        {
            if(_graphic==null)
            _graphic = g;

            //RenderVertices.RemoveAll(
            //   delegate(VertexPositionNormalTexture matcher)
            //   {
            //       return true;
            //   });

            //for (int i = 0; i < Vertices.Count; i++)
            //{
            //    VertexPositionNormalTexture tmp = new VertexPositionNormalTexture();

            //    tmp.Position = Vertices.ToArray()[i].Position;
            //    tmp.Normal = Vertices.ToArray()[i].Normal;

            //    RenderVertices.Add(tmp);
            //}

               //RenderVertices = Vertices;

            this._indexBuffer = new IndexBuffer(_graphic, typeof(ushort),_indices.Count, BufferUsage.None);
            VertexBuffer = new DynamicVertexBuffer(_indexBuffer.GraphicsDevice,
                typeof(VertexPositionNormalTexture), this._vertices.Count, BufferUsage.WriteOnly);
            _indexBuffer.SetData(this._indices.ToArray());
            VertexBuffer.SetData(Vertices.ToArray(), 0, _vertices.Count, SetDataOptions.Discard);
        }
开发者ID:dourabbit,项目名称:CPipe,代码行数:33,代码来源:ShapeNode.cs

示例12: Renderer

        public Renderer()
        {
            planeCam = new Camera { View = Matrix.CreateLookAt(new Vector3(0, 0, 10), new Vector3(0, 0, 0), Vector3.Up), Projection = Matrix.CreateOrthographic(1f, 1f, 1f, 100.0f)};

            Device = Game1.Instance.GraphicsDevice;
            instanceVertexBuffer = new DynamicVertexBuffer(
                    Game1.Instance.GraphicsDevice,
                    typeof(InstanceData),
                    1,
                    BufferUsage.WriteOnly);

            instanceVertexBuffer.SetData( new []{new InstanceData { World = Matrix.Identity }}, 0, 1, SetDataOptions.Discard);
        }
开发者ID:paulius-m,项目名称:darkcave,代码行数:13,代码来源:Renderer.cs

示例13: InitVertexBuffer

        private static void InitVertexBuffer()
        {
            GraphicsDevice device = Core.GetDevice();
            m_VB = new DynamicVertexBuffer(device, JellyVertex.VertexDeclaration, TOTAL_LEDS * 4, BufferUsage.WriteOnly);

            // 4 verts per quad / particle
            m_Lights = new JellyVertex[TOTAL_LEDS * 4];

            // corners never change
            for (int i = 0; i < TOTAL_LEDS; i++)
            {
                m_Lights[i * 4 + 0].Corner = new Short2(-1, -1);
                m_Lights[i * 4 + 1].Corner = new Short2(1, -1);
                m_Lights[i * 4 + 2].Corner = new Short2(1, 1);
                m_Lights[i * 4 + 3].Corner = new Short2(-1, 1);
            }

            // create the actual dome structure
            float cos = 1.0f;
            float sin = 1.0f;
            float radiansBetweenRibs= (float)(2 * Math.PI / NUM_RIBS);
            float radiansBetweenRows = (float)((Math.PI / 2) / LEDS_PER_RIB);
            float radius = 250.0f;
            float height = 250.0f;

            int curLight = 0;
            for (int rib = 0; rib < NUM_RIBS; ++rib)
            {
                double ribAngle = rib * radiansBetweenRibs;
                cos = (float)Math.Cos(ribAngle);
                sin = (float)Math.Sin(ribAngle);

                for (int led = 0; led < LEDS_PER_RIB; ++led)
                {
                    float rowRadius = (float)Math.Cos(led * radiansBetweenRows) * radius + 1.0f;
                    float rowHeight = (float)Math.Sin(led * radiansBetweenRows) * height;

                    Vector3 pos = new Vector3(cos * rowRadius, sin * rowRadius, rowHeight);

                    int index = curLight * 4;
                    m_Lights[index + 0].Color = Color.Black;
                    m_Lights[index + 1].Color = Color.Black;
                    m_Lights[index + 2].Color = Color.Black;
                    m_Lights[index + 3].Color = Color.Black;

                    m_Lights[index + 0].Position = pos;
                    m_Lights[index + 1].Position = pos;
                    m_Lights[index + 2].Position = pos;
                    m_Lights[index + 3].Position = pos;

                    ++curLight;
                }
            }

            m_VB.SetData(m_Lights);
        }
开发者ID:jeffreese,项目名称:JellyFish12000,代码行数:56,代码来源:Dome.cs

示例14: MMDCPUModelPartPNmTxVc

 /// <summary>
 /// コンストラクタ
 /// </summary>
 /// <param name="triangleCount">三角形の個数</param>
 /// <param name="vertices">頂点配列</param>
 /// <param name="indexBuffer">インデックスバッファ</param>
 public MMDCPUModelPartPNmTxVc(int triangleCount, MMDVertexNmTxVc[] vertices, int[] vertMap, IndexBuffer indexBuffer)
     : base(triangleCount, vertices.Length, vertMap, indexBuffer)
 {
     this.vertices = vertices;
     //GPUリソース作成
     gpuVertices = new VertexPositionNormalTextureColor[vertices.Length];
     vertexBuffer = new DynamicVertexBuffer(indexBuffer.GraphicsDevice, typeof(VertexPositionNormalTextureColor), vertices.Length, BufferUsage.WriteOnly);
     //初期値代入
     for (int i = 0; i < vertices.Length; i++)
     {
         gpuVertices[i].Position = vertices[i].Position;
         gpuVertices[i].Normal = vertices[i].Normal;
         gpuVertices[i].Color = new Color(vertices[i].VertexColor);
         gpuVertices[i].TextureCoordinate = vertices[i].TextureCoordinate;
     }
     // put the vertices into our vertex buffer
     vertexBuffer.SetData(gpuVertices, 0, vertexCount, SetDataOptions.Discard);
 }
开发者ID:himapo,项目名称:ccm,代码行数:24,代码来源:MMDCPUModelPart.cs

示例15: ParticleEmitter

        internal ParticleEmitter(int maxNumOfParticles, Effect effect, Texture2D texture1, Texture2D texture2 = null)
            : base("particleEmitter", new Actor(new DummyAnimation()))
        {
            //This makes particles draw on top of all objects
            Static = true;

            //sets max number of particles
            this.maxNumOfParticles = maxNumOfParticles;

            //instantiate array of particle vertices & indicies
            particleVertices = new ParticleVertexFormat[maxNumOfParticles * 4];
            particleIndices = new int[maxNumOfParticles * 6];

            //instantiate array of time to lives to all particles
            expirationTime = new int[maxNumOfParticles];

            numOfActiveParticles = 0;

            //Allocate memory on gpu for vertices & indicies
            vertexBuffer = new DynamicVertexBuffer(This.Game.GraphicsDevice, ParticleVertexFormat.VertexDeclaration, particleVertices.Length, BufferUsage.WriteOnly);
            indexBuffer = new IndexBuffer(This.Game.GraphicsDevice, typeof(int), particleIndices.Length, BufferUsage.WriteOnly);

            //create all indices (they never change)
            for (int i = 0; i < maxNumOfParticles; i++)
                setIndices(i);

            //give buffer's their data
            vertexBuffer.SetData(particleVertices);
            indexBuffer.SetData(particleIndices);

            //load Texture
            this.texture1 = texture1;
            this.texture2 = texture2;

            //load the HLSL code
            this.effect = effect.Clone();

            sendConstantsToGPU();

            collisionObjects.Add(new Collision_BoundingCircle(1, Vector2.Zero, 10));
            this.CollisionList = 2;
        }
开发者ID:nemec,项目名称:4Realms,代码行数:42,代码来源:ParticleEmitter.cs


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