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C# IndexBuffer.Allocate方法代码示例

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


在下文中一共展示了IndexBuffer.Allocate方法的4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: Build

        protected override void Build()
        {
            vb = new VertexBuffer<Vector3>(Vector3.Descriptor);

            vb.Allocate(8);
            ib = new IndexBuffer<ushort>();
            ib.Allocate(4 * 6);

            vb[0] = new Vector3(-0.5f, -0.5f, -0.5f);
            vb[1] = new Vector3(0.5f, -0.5f, -0.5f);
            vb[2] = new Vector3(0.5f, 0.5f, -0.5f);
            vb[3] = new Vector3(-0.5f, 0.5f, -0.5f);

            vb[4] = new Vector3(-0.5f, -0.5f, 0.5f);
            vb[5] = new Vector3(0.5f, -0.5f, 0.5f);
            vb[6] = new Vector3(0.5f, 0.5f, 0.5f);
            vb[7] = new Vector3(-0.5f, 0.5f, 0.5f);

            ib[0] = 0;
            ib[1] = 1;
            ib[2] = 2;
            ib[3] = 3;

            ib[4] = 4;
            ib[5] = 0;
            ib[6] = 3;
            ib[7] = 7;

            ib[8] = 5;
            ib[9] = 4;
            ib[10] = 7;
            ib[11] = 6;

            ib[12] = 1;
            ib[13] = 5;
            ib[14] = 6;
            ib[15] = 2;

            ib[16] = 6;
            ib[17] = 7;
            ib[18] = 3;
            ib[19] = 2;

            ib[20] = 0;
            ib[21] = 4;
            ib[22] = 5;
            ib[23] = 1;

            vb.BufferData(VboUsage.GL_STATIC_DRAW);
            ib.BufferData(VboUsage.GL_STATIC_DRAW);
            // Client data is no longer needed. Free it!
            vb.FreeClientData();
            ib.FreeClientData();
        }
开发者ID:r-bel,项目名称:glorg2,代码行数:54,代码来源:Box.cs

示例2: TerrainBlock

            internal TerrainBlock(int x_start, int y_start, int x_count, int y_count,  BoundingBox box, int subdivision, Terrain owner)
            {
                bounds = box;
                if (subdivision < owner.Subdivisions)
                {
                    x_count /= 2;
                    y_count /= 2;
                    Vector3 new_size = box.Size / 2;
                    new_size.y = box.Size.y;
                    float offset = box.Size.x / 4;

                    children = new List<TerrainBlock>();

                    children.Add(new TerrainBlock(x_start, y_start, x_count, y_count, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(-offset, 0, offset) }, subdivision + 1, owner));
                    children.Add(new TerrainBlock(x_start + x_count, y_start, x_count, y_count, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(offset, 0, offset) }, subdivision + 1, owner));
                    children.Add(new TerrainBlock(x_start + x_count, y_start + y_count, x_count, y_count, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(offset, 0, -offset) }, subdivision + 1, owner));
                    children.Add(new TerrainBlock(x_start, y_start + y_count, x_count, y_count, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(-offset, 0, -offset) }, subdivision + 1, owner));
                }
                else
                {
                    ib = new IndexBuffer<int>();
                    ib.Allocate(6 * (x_count) * (y_count));
                    int index = 0;
                    for (int i = 0; i < y_count; i++)
                    {
                        for (int j = 0; j < x_count; j++)
                        {
                            int i1 = (y_start + i) * owner.heightmap.Width + x_start + j;
                            int i2 = (y_start + i) * owner.heightmap.Width + x_start + j + 1;
                            int i3 = (y_start + i + 1) * owner.heightmap.Width + x_start + j + 1;
                            int i4 = (y_start + i + 1) * owner.heightmap.Width + x_start + j;

                            ib[index++] = i1;
                            ib[index++] = i3;
                            ib[index++] = i2;

                            ib[index++] = i1;
                            ib[index++] = i4;
                            ib[index++] = i3;
                        }
                    }
                    ib.BufferData(VboUsage.GL_STATIC_DRAW);
                    ib.FreeClientData();
                }
            }
开发者ID:r-bel,项目名称:glorg2,代码行数:45,代码来源:Terrain.cs

示例3: InitializeGraphics

        public void InitializeGraphics()
        {
            if(mat == null)
                owner.Resources.Load("shaders\\Grid", out mat);
            if (vb == null)
            {
                vb = new VertexBuffer<VertexPositionColor>(VertexPositionColor.Descriptor);
                vb.Allocate(8);
            }
            if (ib == null)
            {
                ib = new IndexBuffer<uint>();
                ib.Allocate(24);
                ib[0] = 0;
                ib[1] = 1;
                ib[2] = 1;
                ib[3] = 2;
                ib[4] = 2;
                ib[5] = 3;
                ib[6] = 3;
                ib[7] = 0;

                ib[8] = 4;
                ib[9] = 5;
                ib[10] = 5;
                ib[11] = 6;
                ib[12] = 6;
                ib[13] = 7;
                ib[14] = 4;

                ib[15] = 0;
                ib[16] = 4;

                ib[17] = 1;
                ib[18] = 5;

                ib[19] = 2;
                ib[20] = 6;

                ib[21] = 3;
                ib[22] = 7;
                ib.BufferData(VboUsage.GL_STATIC_DRAW);
            }

            if (points != null)
            {
                for (int i = 0; i < 8; i++)
                {
                    vb[i] = new VertexPositionColor() { Position = points[i], Color = Colors.Yellow };
                }
            }

            vb.BufferData(VboUsage.GL_DYNAMIC_DRAW);
        }
开发者ID:r-bel,项目名称:glorg2,代码行数:54,代码来源:Camera.cs

示例4: Build

        public override Model Build()
        {
            Model ret = new Model();

            var w2 = width / 2;
            var h2 = height / 2;
            var d2 = depth / 2;

            ret.VertexBuffer = new VertexBuffer<VertexPositionTexCoordNormal>(VertexPositionTexCoordNormal.Descriptor);
            ret.VertexBuffer.Allocate(24);
            var vb = ret.VertexBuffer;
            var ib = new IndexBuffer<uint>();
            //ib.Allocate(36);

            Vector3[] pos = new Vector3[8];
            pos[0] = new Vector3(-w2, h2, d2);
            pos[1] = new Vector3(w2, h2, d2);
            pos[2] = new Vector3(w2, h2, -d2);
            pos[3] = new Vector3(-w2, h2, -d2);

            pos[4] = new Vector3(-w2, -h2, d2);
            pos[5] = new Vector3(w2, -h2, d2);
            pos[6] = new Vector3(w2, -h2, -d2);
            pos[7] = new Vector3(-w2, -h2, -d2);

            ret.Parts.Add(
                new ModelPart()
                {
                    IndexBuffer = ib
                }
                );

            vb[0] = new VertexPositionTexCoordNormal()
            {
                Position = pos[0],
                Normal = Vector3.Up,
                TexCoord = new Vector2(0, 0)
            };

            vb[1] = new VertexPositionTexCoordNormal()
            {
                Position = pos[1],
                Normal = Vector3.Up,
                TexCoord = new Vector2(1, 0)
            };

            vb[2] = new VertexPositionTexCoordNormal()
            {
                Position = pos[2],
                Normal = Vector3.Up,
                TexCoord = new Vector2(1, 1)
            };
            vb[3] = new VertexPositionTexCoordNormal()
            {
                Position = pos[3],
                Normal = Vector3.Up,
                TexCoord = new Vector2(0, 1)
            };

            vb[4] = new VertexPositionTexCoordNormal()
            {
                Position = pos[7],
                Normal = Vector3.Down,
                TexCoord = new Vector2(0, 0)
            };

            vb[5] = new VertexPositionTexCoordNormal()
            {
                Position = pos[6],
                Normal = Vector3.Down,
                TexCoord = new Vector2(1, 0)
            };

            vb[6] = new VertexPositionTexCoordNormal()
            {
                Position = pos[5],
                Normal = Vector3.Down,
                TexCoord = new Vector2(1, 1)
            };
            vb[7] = new VertexPositionTexCoordNormal()
            {
                Position = pos[4],
                Normal = Vector3.Down,
                TexCoord = new Vector2(0, 1)
            };

            vb[8] = new VertexPositionTexCoordNormal()
            {
                Position = pos[4],
                Normal = Vector3.North,
                TexCoord = new Vector2(0, 0)
            };

            vb[9] = new VertexPositionTexCoordNormal()
            {
                Position = pos[5],
                Normal = Vector3.North,
                TexCoord = new Vector2(0, 0)
            };

//.........这里部分代码省略.........
开发者ID:r-bel,项目名称:glorg2,代码行数:101,代码来源:BoxBuilder.cs


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