Méthode | Description | |
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CreateInstance ( string name, Matrix transform ) : |
Create one unique instance of the mesh
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CreateInstances ( string names, Matrix transforms ) : Indiefreaks.Xna.Rendering.Instancing.InstanceEntity[] |
Creates an array of instances of the mesh
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Dispose ( ) : void |
Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
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Méthode | Description | |
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InstanceFactory ( GraphicsDevice graphicsDevice, IInstanceSource source, |
Creates a new instance of the class The provided shader should be either LightingEffect or DeferredObjectEffect and set is Skinned property to true |
Méthode | Description | |
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AddGeometry ( int instancetransformindex ) : bool |
Add the required Geometry for hardware instancing
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BuildGeometry ( ) : void |
Builds the Geometry into the required VertexBuffer and IndexBuffer
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ClearGraphicsResources ( bool totally ) : void |
Clear the VertexBuffer and IndexBuffer
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ClearIntermediateData ( ) : void |
Clear the IntermediateData used to build geometry
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CreateNewSceneObject ( ) : SceneObject |
Creates a new SceneObject to host up to 75 instances
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GetSceneObject ( ) : SceneObject |
Retrieves the best SceneObject to add a new instance
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public CreateInstance ( string name, Matrix transform ) : |
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name | string | The name of the instance |
transform | Matrix | The Matrix containing the instance World position/rotation/scale |
Résultat |
public CreateInstances ( string names, Matrix transforms ) : Indiefreaks.Xna.Rendering.Instancing.InstanceEntity[] | ||
names | string | The names array for all the instances to be created |
transforms | Matrix | The World matrix array for all the instances to be created |
Résultat | Indiefreaks.Xna.Rendering.Instancing.InstanceEntity[] |
protected InstanceFactory ( GraphicsDevice graphicsDevice, IInstanceSource source, |
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graphicsDevice | GraphicsDevice | The GraphicsDevice instance |
source | IInstanceSource | The mesh data information used to create instances |
shader | The shader shared accross all instances | |
Résultat | System |