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C# RenderOptions类代码示例

本文整理汇总了C#中RenderOptions的典型用法代码示例。如果您正苦于以下问题:C# RenderOptions类的具体用法?C# RenderOptions怎么用?C# RenderOptions使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


RenderOptions类属于命名空间,在下文中一共展示了RenderOptions类的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: renderSprite

    internal static new void renderSprite( dfRenderData renderData, RenderOptions options )
    {
        #if UNITY_EDITOR

        var atlas = options.atlas;
        if( atlas == null )
            throw new NullReferenceException( "The Texture Atlas cannot be null" );

        if( atlas.Texture == null )
            throw new NullReferenceException( "The Texture Altas has no texture assigned or the texture was deleted" );

        if( options.spriteInfo == null )
            throw new ArgumentNullException( "The Sprite cannot be null" );

        #endif

        options.baseIndex = renderData.Vertices.Count;

        rebuildTriangles( renderData, options );
        rebuildVertices( renderData, options );
        rebuildUV( renderData, options );
        rebuildColors( renderData, options );

        if( options.fillAmount < 1f )
        {
            doFill( renderData, options );
        }
    }
开发者ID:haozi000005,项目名称:happy2d,代码行数:28,代码来源:dfSlicedSprite.cs

示例2: DrawBitmap

 /// <summary>
 /// Draws bitmap.
 /// </summary>
 /// <param name="data">
 /// Image pixel data.
 /// </param>
 /// <param name="width">
 /// Output image width.
 /// </param>
 /// <param name="height">
 /// Output image height.
 /// </param>
 /// <param name="options">
 /// More rendering options.
 /// </param>
 /// <returns>
 /// Drawn bitmap.
 /// </returns>
 public static Bitmap DrawBitmap(byte[] data, int width, int height, RenderOptions options)
 {
     ImagePalette palette = options.Palette;
     Bitmap bmp = new Bitmap(width, height, PixelFormat.Format8bppIndexed);
     ColorPalette pal = bmp.Palette;
     palette.CopyTo(pal.Entries, 0);
     if(options.TransparentIndex >= 0)pal.Entries[options.TransparentIndex] = Color.Transparent;
     bmp.Palette = pal;
     BitmapData bmpdata = bmp.LockBits(new Rectangle(0,0,width,height), ImageLockMode.WriteOnly, PixelFormat.Format8bppIndexed);
     if(data.Length == 0){}
     else if(width%4 == 0)
     {
         Marshal.Copy(data, 0, bmpdata.Scan0, Math.Min(bmpdata.Stride*bmpdata.Height, data.Length));
     }else{
         for(int y = 0; y < height; y++)
         {
             if(y == height-1)
             {
                 Marshal.Copy(data, width*y, bmpdata.Scan0+bmpdata.Stride*y, data.Length-width*y);
             }else{
                 Marshal.Copy(data, width*y, bmpdata.Scan0+bmpdata.Stride*y, width);
             }
         }
     }
     bmp.UnlockBits(bmpdata);
     return bmp;
 }
开发者ID:IllidanS4,项目名称:AlbLib,代码行数:45,代码来源:Drawing.cs

示例3: BlendDemo

        public BlendDemo(IntPtr hInstance)
            : base(hInstance) {
            _waterTexOffset = new Vector2();
            _eyePosW = new Vector3();
            _renderOptions = RenderOptions.TexturesAndFog;
            _theta = 1.3f * MathF.PI;
            _phi = 0.4f * MathF.PI;
            _radius = 80;

            MainWindowCaption = "Blend Demo";
            Enable4XMsaa = false;

            _landWorld = Matrix.Identity;
            _wavesWorld = Matrix.Translation(0, -3.0f, 0);
            _view = Matrix.Identity;
            _proj = Matrix.Identity;

            _boxWorld = Matrix.Scaling(15.0f, 15.0f, 15.0f) * Matrix.Translation(8.0f, 5.0f, -15.0f);

            _grassTexTransform = Matrix.Scaling(5.0f, 5.0f, 0.0f);

            _dirLights = new[] {
                new DirectionalLight {
                    Ambient = new Color4(0.2f, 0.2f, 0.2f),
                    Diffuse = new Color4(0.5f, 0.5f, 0.5f),
                    Specular = new Color4(0.5f, 0.5f, 0.5f),
                    Direction = new Vector3(0.57735f, -0.57735f, 0.57735f)
                }, 
                new DirectionalLight {
                    Ambient = Color.Black,
                    Diffuse = new Color4(0.2f, 0.2f, 0.2f),
                    Specular = new Color4(0.25f, 0.25f, 0.25f),
                    Direction = new Vector3(-0.57735f, -0.57735f, 0.57735f)
                }, 
                new DirectionalLight {
                    Ambient   = Color.Black,
                    Diffuse = new Color4(0.2f, 0.2f, 0.2f),
                    Specular = Color.Black,
                    Direction = new Vector3(0.0f, -0.707f, -0.707f)
                }
            };
            _landMat = new Material {
                Ambient = new Color4(0.5f, 0.5f, 0.5f),
                Diffuse = Color.White,
                Specular = new Color4(16.0f, 0.2f, 0.2f, 0.2f)
            };
            _wavesMat = new Material {
                Ambient = new Color4(0.5f, 0.5f, 0.5f),
                Diffuse = new Color4(0.6f, 1.0f, 1.0f, 1.0f),
                Specular = new Color4(32.0f, 0.8f, 0.8f, 0.8f)
            };
            _boxMat = new Material {
                Ambient = new Color4(0.5f, 0.5f, 0.5f),
                Diffuse = Color.White,
                Specular = new Color4(16.0f, 0.4f, 0.4f, 0.4f)
            };
        }
开发者ID:amitprakash07,项目名称:dx11,代码行数:57,代码来源:Program.cs

示例4: RenderControls

        public RenderControls(RenderOptions parent)
        {
            InitializeComponent();

            _Parent = parent;

            RenderSliders();

            PopulateCombos();
        }
开发者ID:dom767,项目名称:woofractal,代码行数:10,代码来源:RenderControls.xaml.cs

示例5: Renderer

        public Renderer(int passes, ViewportPolicy viewportPolicy, RenderOptions renderOptions)
        {
            this.Passes = passes;
            this.Policy = viewportPolicy;
            this.Options = renderOptions;
            this.sortMode = Renderer.ToSortMode(renderOptions);
            this.blendState = Renderer.ToBlendState(renderOptions);

            // Doing a GlobalRenderLock because Renderer objects might be constructed in different threads.
            lock (PhantomGame.Game.GlobalRenderLock)
            {
                if ((renderOptions & RenderOptions.Canvas) == RenderOptions.Canvas)
                    this.canvas = new Canvas(PhantomGame.Game.GraphicsDevice);
                this.batch = new SpriteBatch(PhantomGame.Game.GraphicsDevice);
            }

            if (this.sortMode == SpriteSortMode.Immediate)
                this.activeRenderPass = this.RenderPassFullLock;
            else
                this.activeRenderPass = this.RenderPassEndLock;
        }
开发者ID:HuntiXz,项目名称:phantom,代码行数:21,代码来源:Renderer.cs

示例6: CreatePatternBrush

        void CreatePatternBrush(float pixelSize)
        {
            //  Determine adjusted pixel size of the brush to create.
            const float MAX_PATTERN_SIZE = 80;
            const float MIN_PATTERN_SIZE = 10;
            if (pixelSize < patternWidth / MAX_PATTERN_SIZE)
                pixelSize = patternWidth / MAX_PATTERN_SIZE;
            if (pixelSize < patternHeight / MAX_PATTERN_SIZE)
                pixelSize = patternHeight / MAX_PATTERN_SIZE;
            if (pixelSize > patternWidth / MIN_PATTERN_SIZE)
                pixelSize = patternWidth / MIN_PATTERN_SIZE;
            if (pixelSize > patternHeight / MIN_PATTERN_SIZE)
                pixelSize = patternHeight / MIN_PATTERN_SIZE;

            if (patternBrushes != null && Math.Abs(pixelSize - pixelSizeCached) / pixelSize < 0.01)
                return;         // the pattern brush is already OK size.

            // Get size of bitmap to create with the image of the pattern.
            float width = (float) Math.Round(patternWidth / pixelSize);
            float height = (float) Math.Round(patternHeight / pixelSize);

            // Create dictionary to hold brushes for each color.
            patternBrushes = new Dictionary<SymColor, Brush>(2);
            pixelSizeCached = pixelSize;

            RenderOptions renderOpts = new RenderOptions();
            renderOpts.minResolution = pixelSize;
            renderOpts.usePatternBitmaps = false;

            foreach (SymColor color in map.colors) {
                if (!patternGlyph.HasColor(color))
                    continue;

                // Create a new bitmap and fill it transparent.
                Bitmap bitmap = new Bitmap((int) width, (int) (offsetRows ? height * 2 : height));
                Graphics g = Graphics.FromImage(bitmap);
                g.CompositingMode = CompositingMode.SourceCopy;
                g.SmoothingMode = SmoothingMode.HighQuality;
                g.FillRectangle(new SolidBrush(Color.Transparent), 0, 0, bitmap.Width, bitmap.Height);

                // Set the center of the bitmap to 0,0, and scale to mm (each pixel is 0.01 mm).
                g.TranslateTransform(width / 2.0F, height / 2.0F);
                g.ScaleTransform(width / patternWidth, height / patternHeight);

                // Draw the pattern into the bitmap.
                GraphicsTarget grTarget = new GraphicsTarget(g);
                patternGlyph.Draw(grTarget, new PointF(0F, 0F), -patternAngle, GraphicsUtil.IdentityMatrix, null, color, renderOpts);

                if (offsetRows) {
                    patternGlyph.Draw(grTarget, new PointF(patternWidth / 2, patternHeight), -patternAngle, GraphicsUtil.IdentityMatrix, null, color, renderOpts);
                    patternGlyph.Draw(grTarget, new PointF(-patternWidth / 2, patternHeight), -patternAngle, GraphicsUtil.IdentityMatrix, null, color, renderOpts);
                }

                // Create a TextureBrush on the bitmap.
                TextureBrush brush = new TextureBrush(bitmap);

                // Scale and the texture brush.
                brush.RotateTransform(patternAngle);
                brush.ScaleTransform(patternWidth / width, patternHeight / height);
                brush.TranslateTransform(-width / 2.0F, -height / 2.0F);

                // Dispose of the graphics.
                g.Dispose();

                // Add it to the collection of brushes.
                patternBrushes.Add(color, brush);
            }
        }
开发者ID:jonc,项目名称:carto,代码行数:68,代码来源:SymDef.cs

示例7: DrawPatternWithTexBrush

        // Draw the pattern using the texture brush.
        void DrawPatternWithTexBrush(GraphicsTarget g, SymPathWithHoles path, float angle, SymColor color, RenderOptions renderOpts)
        {
            Brush brush = (Brush) patternBrushes[color];
            Debug.Assert(brush != null);

            if (angle != 0.0F) {
                object graphicsState = g.Save();

                try {
                    // Set the clipping region to draw only inside the area.
                    g.SetClip(path);

                    // use a transform to rotate.
                    Matrix matrix = GraphicsUtil.RotationMatrix(angle, new PointF(0, 0));
                    g.Transform(matrix);

                    // Get the correct bounding rect.
                    RectangleF bounding = Util.BoundsOfRotatedRectangle(path.BoundingBox, new PointF(), -angle);

                    g.FillRectangle(brush, bounding);
                }
                finally {
                    // restore the clip region and the transform
                    g.Restore(graphicsState);
                }
            }
            else {
                path.Fill(g, brush);
            }
        }
开发者ID:jonc,项目名称:carto,代码行数:31,代码来源:SymDef.cs

示例8: DrawPattern

        // Draw the pattern (at the given angle) inside the path.
        void DrawPattern(GraphicsTarget g, SymPathWithHoles path, float angle, SymColor color, RenderOptions renderOpts)
        {
            object graphicsState = g.Save();

            try {
                // Set the clipping region to draw only inside the area.
                g.SetClip(path);

                // use a transform to rotate
                Matrix matrix = GraphicsUtil.RotationMatrix(patternAngle + angle, new PointF(0, 0));
                g.Transform(matrix);

                // Get the correct bounding rect.
                RectangleF bounding = Util.BoundsOfRotatedRectangle(path.BoundingBox, new PointF(), -(patternAngle + angle));

                DrawPatternRows(g, bounding, color, renderOpts);
            }
            finally {
                // restore the clip region and the transform
                g.Restore(graphicsState);
            }
        }
开发者ID:jonc,项目名称:carto,代码行数:23,代码来源:SymDef.cs

示例9: DrawHatching

        // Draw the hatching into the interior of the SymPath.
        void DrawHatching(GraphicsTarget g, SymPathWithHoles path, float angle, RenderOptions renderOpts)
        {
            object graphicsState = g.Save();

            try {
                // Set the clipping region to draw only inside the area.
                g.SetClip(path);

                // use a transform to rotate and then draw hatching.
                Matrix matrix = GraphicsUtil.RotationMatrix(hatchAngle1 + angle, new PointF(0, 0));
                g.Transform(matrix);

                // Get the correct bounding rect.
                RectangleF bounding = Util.BoundsOfRotatedRectangle(path.BoundingBox, new PointF(), -(hatchAngle1 + angle));

                DrawHatchLines(g, hatchPen, hatchSpacing, bounding, renderOpts);

                // and again for the second bound of hatching
                if (hatchMode == 2) {
                    // Get the correct bounding rect.
                    bounding = Util.BoundsOfRotatedRectangle(path.BoundingBox, new PointF(), -(hatchAngle2 + angle));

                    matrix = GraphicsUtil.RotationMatrix(hatchAngle2 - hatchAngle1, new PointF(0, 0));
                    g.Transform(matrix);
                    DrawHatchLines(g, hatchPen, hatchSpacing, bounding, renderOpts);
                }
            }
            finally {
                // restore the clip region and the transform
                g.Restore(graphicsState);
            }
        }
开发者ID:jonc,项目名称:carto,代码行数:33,代码来源:SymDef.cs

示例10: DrawTextOnPath

        // Draw this text symbol along a path.
        internal void DrawTextOnPath(GraphicsTarget g, SymPath path, string text, SymColor color, RenderOptions renderOpts)
        {
            if (color == null)
                return;
            if (color != fontColor && (framing.framingStyle == FramingStyle.None || color != framing.framingColor))
                return;

            if (!objectsCreated)
                CreateObjects();

            // Get the location of each grapheme to print.
            List<GraphemePlacement> graphemeList = GetLineTextGraphemePlacement(path, text);
            PointF topAscentPoint = new PointF(0, -FontAscent);    // Drawing is relative to top of char, we want to draw at baseline.

            foreach (GraphemePlacement grapheme in graphemeList) {
                object graphicsState;
                graphicsState = g.Save();

                try {
                    // Move location to draw at to the origin, set angle for drawing text.
                    Matrix matrix = GraphicsUtil.TranslationMatrix(grapheme.pointStart.X, grapheme.pointStart.Y);
                    matrix = GraphicsUtil.Multiply(GraphicsUtil.ScalingMatrix(1, -1), matrix);      // Reverse Y so text is correct way aroun
                    matrix = GraphicsUtil.Multiply(GraphicsUtil.RotationMatrix(-grapheme.angle, new PointF(0,0)), matrix);
                    g.Transform(matrix);

                    DrawStringWithEffects(g, color, grapheme.grapheme, topAscentPoint);
                }
                finally {
                    g.Restore(graphicsState);  // restore transform
                }
            }
        }
开发者ID:jonc,项目名称:carto,代码行数:33,代码来源:SymDef.cs

示例11: Draw

 // Draw this point symbol at point pt with angle ang in this graphics (given color only).
 internal void Draw(GraphicsTarget g, PointF pt, float angle, float[] gaps, SymColor color, RenderOptions renderOpts)
 {
     glyph.Draw(g, pt, angle, GraphicsUtil.IdentityMatrix, gaps, color, renderOpts);
 }
开发者ID:jonc,项目名称:carto,代码行数:5,代码来源:SymDef.cs

示例12: OnRebuildRenderData

    protected override void OnRebuildRenderData()
    {
        if( Atlas == null )
            return;

        var spriteInfo = SpriteInfo;
        if( spriteInfo == null )
        {
            return;
        }

        renderData.Material = Atlas.Material;

        if( spriteInfo.border.horizontal == 0 || spriteInfo.border.vertical == 0 )
        {
            base.OnRebuildRenderData();
            return;
        }

        var color = ApplyOpacity( IsEnabled ? this.color : this.disabledColor );
        var options = new RenderOptions()
        {
            atlas = atlas,
            color = color,
            fillAmount = fillAmount,
            fillDirection = fillDirection,
            flip = flip,
            invertFill = invertFill,
            offset = pivot.TransformToUpperLeft( Size ),
            pixelsToUnits = PixelsToUnits(),
            size = Size,
            spriteInfo = SpriteInfo
        };

        renderSprite( renderData, options );
    }
开发者ID:haozi000005,项目名称:happy2d,代码行数:36,代码来源:dfSlicedSprite.cs

示例13: rebuildVertices

    private static void rebuildVertices( dfRenderData renderData, RenderOptions options )
    {
        float meshLeft = 0;
        float meshTop = 0;
        float meshRight = Mathf.Ceil( options.size.x );
        float meshBottom = Mathf.Ceil( -options.size.y );

        #region Borders

        var spriteInfo = options.spriteInfo;
        float borderLeft = spriteInfo.border.left;
        float borderTop = spriteInfo.border.top;
        float borderRight = spriteInfo.border.right;
        float borderBottom = spriteInfo.border.bottom;

        if( options.flip.IsSet( dfSpriteFlip.FlipHorizontal ) )
        {
            float temp = borderRight;
            borderRight = borderLeft;
            borderLeft = temp;
        }

        if( options.flip.IsSet( dfSpriteFlip.FlipVertical ) )
        {
            float temp = borderBottom;
            borderBottom = borderTop;
            borderTop = temp;
        }

        #endregion

        // Top left corner
        verts[ 0 ] = new Vector3( meshLeft, meshTop, 0 ) + options.offset;
        verts[ 1 ] = verts[ 0 ] + new Vector3( borderLeft, 0, 0 );
        verts[ 2 ] = verts[ 0 ] + new Vector3( borderLeft, -borderTop, 0 );
        verts[ 3 ] = verts[ 0 ] + new Vector3( 0, -borderTop, 0 );

        // Top right corner
        verts[ 4 ] = new Vector3( meshRight - borderRight, meshTop, 0 ) + options.offset;
        verts[ 5 ] = verts[ 4 ] + new Vector3( borderRight, 0, 0 );
        verts[ 6 ] = verts[ 4 ] + new Vector3( borderRight, -borderTop, 0 );
        verts[ 7 ] = verts[ 4 ] + new Vector3( 0, -borderTop, 0 );

        // Bottom left corner
        verts[ 8 ] = new Vector3( meshLeft, meshBottom + borderBottom, 0 ) + options.offset;
        verts[ 9 ] = verts[ 8 ] + new Vector3( borderLeft, 0, 0 );
        verts[ 10 ] = verts[ 8 ] + new Vector3( borderLeft, -borderBottom, 0 );
        verts[ 11 ] = verts[ 8 ] + new Vector3( 0, -borderBottom, 0 );

        // Bottom right corner
        verts[ 12 ] = new Vector3( meshRight - borderRight, meshBottom + borderBottom, 0 ) + options.offset;
        verts[ 13 ] = verts[ 12 ] + new Vector3( borderRight, 0, 0 );
        verts[ 14 ] = verts[ 12 ] + new Vector3( borderRight, -borderBottom, 0 );
        verts[ 15 ] = verts[ 12 ] + new Vector3( 0, -borderBottom, 0 );

        for( int i = 0; i < verts.Length; i++ )
        {
            renderData.Vertices.Add( ( verts[ i ] * options.pixelsToUnits ).Quantize( options.pixelsToUnits ) );
        }
    }
开发者ID:haozi000005,项目名称:happy2d,代码行数:60,代码来源:dfSlicedSprite.cs

示例14: rebuildUV

    private static void rebuildUV( dfRenderData renderData, RenderOptions options )
    {
        var atlas = options.atlas;
        var textureSize = new Vector2( atlas.Texture.width, atlas.Texture.height );

        var spriteInfo = options.spriteInfo;
        float offsetTop = spriteInfo.border.top / textureSize.y;
        float offsetBottom = spriteInfo.border.bottom / textureSize.y;
        float offsetLeft = spriteInfo.border.left / textureSize.x;
        float offsetRight = spriteInfo.border.right / textureSize.x;

        var rect = spriteInfo.region;

        // Top left corner
        uv[ 0 ] = new Vector2( rect.x, rect.yMax );
        uv[ 1 ] = new Vector2( rect.x + offsetLeft, rect.yMax );
        uv[ 2 ] = new Vector2( rect.x + offsetLeft, rect.yMax - offsetTop );
        uv[ 3 ] = new Vector2( rect.x, rect.yMax - offsetTop );

        // Top right corner
        uv[ 4 ] = new Vector2( rect.xMax - offsetRight, rect.yMax );
        uv[ 5 ] = new Vector2( rect.xMax, rect.yMax );
        uv[ 6 ] = new Vector2( rect.xMax, rect.yMax - offsetTop );
        uv[ 7 ] = new Vector2( rect.xMax - offsetRight, rect.yMax - offsetTop );

        // Bottom left corner
        uv[ 8 ] = new Vector2( rect.x, rect.y + offsetBottom );
        uv[ 9 ] = new Vector2( rect.x + offsetLeft, rect.y + offsetBottom );
        uv[ 10 ] = new Vector2( rect.x + offsetLeft, rect.y );
        uv[ 11 ] = new Vector2( rect.x, rect.y );

        // Bottom right corner
        uv[ 12 ] = new Vector2( rect.xMax - offsetRight, rect.y + offsetBottom );
        uv[ 13 ] = new Vector2( rect.xMax, rect.y + offsetBottom );
        uv[ 14 ] = new Vector2( rect.xMax, rect.y );
        uv[ 15 ] = new Vector2( rect.xMax - offsetRight, rect.y );

        #region Flip UV if requested

        if( options.flip != dfSpriteFlip.None )
        {

            for( int i = 0; i < uv.Length; i += 4 )
            {

                Vector2 temp = Vector2.zero;

                if( options.flip.IsSet( dfSpriteFlip.FlipHorizontal ) )
                {
                    temp = uv[ i + 0 ]; uv[ i + 0 ] = uv[ i + 1 ]; uv[ i + 1 ] = temp;
                    temp = uv[ i + 2 ]; uv[ i + 2 ] = uv[ i + 3 ]; uv[ i + 3 ] = temp;
                }

                if( options.flip.IsSet( dfSpriteFlip.FlipVertical ) )
                {
                    temp = uv[ i + 0 ]; uv[ i + 0 ] = uv[ i + 3 ]; uv[ i + 3 ] = temp;
                    temp = uv[ i + 1 ]; uv[ i + 1 ] = uv[ i + 2 ]; uv[ i + 2 ] = temp;
                }

            }

            if( options.flip.IsSet( dfSpriteFlip.FlipHorizontal ) )
            {

                var th = new Vector2[ uv.Length ];
                Array.Copy( uv, th, uv.Length );

                // Swap top-left and top-right corners
                Array.Copy( uv, 0, uv, 4, 4 );
                Array.Copy( th, 4, uv, 0, 4 );

                // Swap bottom-left and bottom-right corners
                Array.Copy( uv, 8, uv, 12, 4 );
                Array.Copy( th, 12, uv, 8, 4 );

            }

            if( options.flip.IsSet( dfSpriteFlip.FlipVertical ) )
            {

                var tv = new Vector2[ uv.Length ];
                Array.Copy( uv, tv, uv.Length );

                // Swap top-left and bottom-left corners
                Array.Copy( uv, 0, uv, 8, 4 );
                Array.Copy( tv, 8, uv, 0, 4 );

                // Swap top-right and bottom-right corners
                Array.Copy( uv, 4, uv, 12, 4 );
                Array.Copy( tv, 12, uv, 4, 4 );

            }

        }

        #endregion

        for( int i = 0; i < uv.Length; i++ )
        {
            renderData.UV.Add( uv[ i ] );
//.........这里部分代码省略.........
开发者ID:haozi000005,项目名称:happy2d,代码行数:101,代码来源:dfSlicedSprite.cs

示例15: rebuildTriangles

    private static void rebuildTriangles( dfRenderData renderData, RenderOptions options )
    {
        var baseIndex = options.baseIndex;

        var triangles = renderData.Triangles;
        for( int i = 0; i < triangleIndices.Length; i++ )
        {
            triangles.Add( baseIndex + triangleIndices[ i ] );
        }
    }
开发者ID:haozi000005,项目名称:happy2d,代码行数:10,代码来源:dfSlicedSprite.cs


注:本文中的RenderOptions类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。