메소드 | 설명 | |
---|---|---|
CreateVertices ( ) : void | ||
Render ( |
This override is called by whomever is controlling the rendering process. We call the base Render method as it will automatically use the vertices, indices, and texture coordinates to draw the quads.
|
|
XYAxesPointMesh ( |
To construct a mesh, we need to know the size and resolution. We also set the texture as a convenience.
|
|
XYAxesPointMesh ( Vector3D boundary, |
To construct a mesh, we need to know the size and resolution. We also set the texture as a convenience.
|
메소드 | 설명 | |
---|---|---|
CreateIndices ( ) : void | ||
CreateMesh ( ) : void |
Do the work of creating the mesh vertices and indices. The general routine is to create a mesh in the x-y plane, using the appropriate width and height.
|
|
CreateTextureCoords ( ) : void |
public Render ( |
||
GI | ||
리턴 | void |
public XYAxesPointMesh ( |
||
gi | ||
boundary | Vector3D | The size on the XY plane. The value is not used. |
res | The resolution determines how many rows and columns of quads will be generated. | |
texture | An optional texture object to be bound to the mesh. /// Normalized texture coordinates will be generated whether a texture object is assigned or not. | |
리턴 | System |
public XYAxesPointMesh ( Vector3D boundary, |
||
boundary | Vector3D | The size on the XY plane. The value is not used. |
res | The resolution determines how many rows and columns of quads will be generated. | |
리턴 | System |