idTech4.Renderer.idRenderModel_Static.AddCubeFace C# (CSharp) Method

AddCubeFace() private method

private AddCubeFace ( Surface tri, int faceNumber, Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4 ) : void
tri Surface
faceNumber int
v1 Vector3
v2 Vector3
v3 Vector3
v4 Vector3
return void
		private void AddCubeFace(Surface tri, int faceNumber, Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4)
		{
			int verticeOffset = faceNumber * 4;
			int indexOffset = faceNumber * 6;

			tri.Vertices[verticeOffset + 0].Clear();
			tri.Vertices[verticeOffset + 0].Position = v1 * 8;
			tri.Vertices[verticeOffset + 0].TextureCoordinates = new Vector2(0, 0);

			tri.Vertices[verticeOffset + 1].Clear();
			tri.Vertices[verticeOffset + 1].Position = v2 * 8;
			tri.Vertices[verticeOffset + 1].TextureCoordinates = new Vector2(1, 0);

			tri.Vertices[verticeOffset + 2].Clear();
			tri.Vertices[verticeOffset + 2].Position = v3 * 8;
			tri.Vertices[verticeOffset + 2].TextureCoordinates = new Vector2(1, 1);

			tri.Vertices[verticeOffset + 3].Clear();
			tri.Vertices[verticeOffset + 3].Position = v4 * 8;
			tri.Vertices[verticeOffset + 3].TextureCoordinates = new Vector2(0, 1);

			tri.Indexes[indexOffset + 0] = verticeOffset + 0;
			tri.Indexes[indexOffset + 1] = verticeOffset + 1;
			tri.Indexes[indexOffset + 2] = verticeOffset + 2;
			tri.Indexes[indexOffset + 3] = verticeOffset + 0;
			tri.Indexes[indexOffset + 4] = verticeOffset + 2;
			tri.Indexes[indexOffset + 5] = verticeOffset + 3;
		}
		#endregion