本文整理汇总了C#中GraphicsDevice.SetIndexBuffer方法的典型用法代码示例。如果您正苦于以下问题:C# GraphicsDevice.SetIndexBuffer方法的具体用法?C# GraphicsDevice.SetIndexBuffer怎么用?C# GraphicsDevice.SetIndexBuffer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类GraphicsDevice
的用法示例。
在下文中一共展示了GraphicsDevice.SetIndexBuffer方法的3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: Draw
public void Draw(GraphicsDevice device)
{
device.SetVertexBuffer(Vertices);
device.SetIndexBuffer(Indices, true);
device.SetVertexInputLayout(InputLayout);
device.DrawIndexed(PrimitiveType.TriangleList, Indices.ElementCount);
}
示例2: Draw
/// <summary>
/// Draws this <see cref="ModelMeshPart"/>. See remarks for difference with XNA.
/// </summary>
/// <param name="graphicsDevice">The graphics device.</param>
/// <remarks>
/// Unlike XNA, a <see cref="ModelMeshPart"/> is not bound to a specific Effect. The effect must have been setup prior calling this method.
/// This method is only responsible to setup the VertexBuffer, IndexBuffer and call the appropriate <see cref="GraphicsDevice.DrawIndexed"/> method on the <see cref="GraphicsDevice"/>.
/// </remarks>
public void Draw(GraphicsDevice graphicsDevice)
{
// Setup the Vertex Buffer
var vertexBuffer = VertexBuffer.Resource.Buffer;
var elementSize = vertexBuffer.ElementSize;
graphicsDevice.SetVertexBuffer(0, vertexBuffer, elementSize, VertexBuffer.Start == 0 ? 0 : VertexBuffer.Start * elementSize);
// Setup the Vertex Buffer Input layout
graphicsDevice.SetVertexInputLayout(VertexBuffer.Resource.Layout);
// Setup the index Buffer
var indexBuffer = IndexBuffer.Resource;
graphicsDevice.SetIndexBuffer(indexBuffer, indexBuffer.ElementSize == 4, IndexBuffer.Start == 0 ? 0 : IndexBuffer.Start * indexBuffer.ElementSize);
// Finally Draw this mesh
graphicsDevice.DrawIndexed(PrimitiveType.TriangleList, IndexBuffer.Count);
}
示例3: DrawGeometry
public void DrawGeometry(GraphicsDevice graphicsDevice)
{
graphicsDevice.SetVertexBuffer(0, patchVertexBuffer, 4, 0);
graphicsDevice.SetVertexInputLayout(vertexInputLayout);
for(int i = 0; i < patchInstanceBuffer.Length; ++i)
{
if (currentInstanceData[i].Count == 0)
continue;
graphicsDevice.SetIndexBuffer(patchIndexBuffer[i], false, 0);
graphicsDevice.SetVertexBuffer(1, patchInstanceBuffer[i], sizeof(float) * 4, 0);
graphicsDevice.DrawIndexedInstanced(PrimitiveType.PatchList(3), patchIndexBuffer[i].ElementCount, currentInstanceData[i].Count, 0, 0, 0);
}
}