UltimateZoneBuilder/Source/Core/Rendering/Mesh.cs

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C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CodeImp.DoomBuilder.Rendering
{
internal class Mesh : IDisposable
{
unsafe public Mesh(RenderDevice graphics, WorldVertex[] vertexData, int[] indexData)
{
graphics.SetBufferData(Vertices, vertexData);
graphics.SetBufferData(Indices, indexData);
Count = indexData.Length;
}
~Mesh()
{
Dispose();
}
internal void Draw(RenderDevice device)
{
device.SetVertexBuffer(0, Vertices, 0, WorldVertex.Stride);
device.SetIndexBuffer(Indices);
device.DrawIndexed(PrimitiveType.TriangleList, 0, Count / 3);
}
public void Dispose()
{
Vertices.Dispose();
Indices.Dispose();
}
VertexBuffer Vertices = new VertexBuffer();
IndexBuffer Indices = new IndexBuffer();
int Count;
}
}