本文整理汇总了C#中IndexBuffer.SetSize方法的典型用法代码示例。如果您正苦于以下问题:C# IndexBuffer.SetSize方法的具体用法?C# IndexBuffer.SetSize怎么用?C# IndexBuffer.SetSize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IndexBuffer
的用法示例。
在下文中一共展示了IndexBuffer.SetSize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: CreateScene
//.........这里部分代码省略.........
}
}
}
else
{
Log.Write(LogLevel.Error, "Failed to lock the model vertex buffer to get original vertices");
return;
}
// Create StaticModels in the scene. Clone the model for each so that we can modify the vertex data individually
for (int y = -1; y <= 1; ++y)
{
for (int x = -1; x <= 1; ++x)
{
Node node = scene.CreateChild("Object");
node.Position = (new Vector3(x * 2.0f, 0.0f, y * 2.0f));
StaticModel sm = node.CreateComponent<StaticModel>();
Model cloneModel = originalModel.Clone();
sm.Model = (cloneModel);
// Store the cloned vertex buffer that we will modify when animating
animatingBuffers.Add(cloneModel.GetGeometry(0, 0).GetVertexBuffer(0));
}
}
// Finally create one model (pyramid shape) and a StaticModel to display it from scratch
// Note: there are duplicated vertices to enable face normals. We will calculate normals programmatically
{
const uint numVertices = 18;
float[] vertexData =
{
// Position Normal
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f
};
short[] indexData =
{
0, 1, 2,
3, 4, 5,
6, 7, 8,
9, 10, 11,
12, 13, 14,
15, 16, 17
};
Model fromScratchModel = new Model();
VertexBuffer vb = new VertexBuffer(Context, false);
IndexBuffer ib = new IndexBuffer(Context, false);
Geometry geom = new Geometry();
// Shadowed buffer needed for raycasts to work, and so that data can be automatically restored on device loss
vb.Shadowed = true;
vb.SetSize(numVertices, ElementMask.Position | ElementMask.Normal, false);
vb.SetData(vertexData);
ib.Shadowed = true;
ib.SetSize(numVertices, false, false);
ib.SetData(indexData);
geom.SetVertexBuffer(0, vb, uint.MaxValue);
geom.IndexBuffer = ib;
geom.SetDrawRange(PrimitiveType.TriangleList, 0, numVertices, true);
fromScratchModel.NumGeometries = 1;
fromScratchModel.SetGeometry(0, 0, geom);
fromScratchModel.BoundingBox = new BoundingBox(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(0.5f, 0.5f, 0.5f));
Node node = scene.CreateChild("FromScratchObject");
node.Position = (new Vector3(0.0f, 3.0f, 0.0f));
StaticModel sm = node.CreateComponent<StaticModel>();
sm.Model = fromScratchModel;
}
// Create the camera
CameraNode = new Node();
CameraNode.Position = (new Vector3(0.0f, 2.0f, -20.0f));
Camera camera = CameraNode.CreateComponent<Camera>();
camera.FarClip = 300.0f;
}