Fusion.Engine.Graphics.VertexColorTextureTBNSkinned.Convert C# (CSharp) Method

Convert() public static method

public static Convert ( MeshVertex meshVertex ) : VertexColorTextureTBNSkinned
meshVertex MeshVertex
return VertexColorTextureTBNSkinned
		public static VertexColorTextureTBNSkinned Convert ( MeshVertex meshVertex )
		{
			VertexColorTextureTBNSkinned v;
			v.Position		=	meshVertex.Position;
			v.Tangent		=	MathUtil.ToHalf4( meshVertex.Tangent,	0 );
			v.Binormal		=	MathUtil.ToHalf4( meshVertex.Binormal,	0 );	
			v.Normal		=	MathUtil.ToHalf4( meshVertex.Normal,		0 );	
			v.Color			=	meshVertex.Color0;
			v.TexCoord		=	meshVertex.TexCoord0;
			v.SkinIndices	=	meshVertex.SkinIndices;
			v.SkinWeights	=	meshVertex.SkinWeights;
			return v;
		}
	}

Usage Example

Esempio n. 1
0
        /// <summary>
        ///
        /// </summary>
        internal void CreateVertexAndIndexBuffers(GraphicsDevice device)
        {
            indexBuffer = IndexBuffer.Create(device, GetIndices());

            bool skinned = false;

            foreach (var v in Vertices)
            {
                if (v.SkinIndices != Int4.Zero)
                {
                    skinned = true;
                    break;
                }
            }

            IsSkinned = skinned;


            if (skinned)
            {
                vertexBuffer = VertexBuffer.Create(device, Vertices.Select(v => VertexColorTextureTBNSkinned.Convert(v)).ToArray());
            }
            else
            {
                vertexBuffer = VertexBuffer.Create(device, Vertices.Select(v => VertexColorTextureTBNRigid.Convert(v)).ToArray());
            }
        }
VertexColorTextureTBNSkinned