Fusion.Engine.Graphics.GIS.LinesGisLayer.LinesGisLayer C# (CSharp) Method

LinesGisLayer() public method

public LinesGisLayer ( Game engine, int linesPointsCount, bool isDynamic = false ) : System
engine Game
linesPointsCount int
isDynamic bool
return System
		public LinesGisLayer(Game engine, int linesPointsCount, bool isDynamic = false) : base(engine)
		{
			shader		= Game.Content.Load<Ubershader>("globe.Line.hlsl");
			factory		= shader.CreateFactory( typeof(LineFlags), Primitive.LineList, VertexInputElement.FromStructure<Gis.GeoPoint>(), BlendState.AlphaBlend, RasterizerState.CullNone, DepthStencilState.None);
			thinFactory = shader.CreateFactory( typeof(LineFlags), Primitive.LineList, VertexInputElement.FromStructure<Gis.GeoPoint>(), BlendState.AlphaBlend, RasterizerState.CullNone, DepthStencilState.Readonly);
			
			TransparencyMultiplayer = 1.0f;
			OverallColor			= Color4.White;
			linesConstantBuffer		= new ConstantBuffer(engine.GraphicsDevice, typeof(LinesConstDataStruct));
			//linesConstantBuffer.SetData(linesConstData);

			var vbOptions = isDynamic ? VertexBufferOptions.Dynamic : VertexBufferOptions.Default;

			firstBuffer		= new VertexBuffer(engine.GraphicsDevice, typeof(Gis.GeoPoint), linesPointsCount, vbOptions);
			currentBuffer	= firstBuffer;

			PointsCpu	= new Gis.GeoPoint[linesPointsCount];
			Flags		= (int)(LineFlags.ARC_LINE);
		}