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