UltimateZoneBuilder/Source/Core/Rendering/SurfaceBufferSet.cs
codeimp 45ad5f5943 @ major change in the way sector surfaces are allocated and rendered for optimization
@ white texture has been moved to the DataManager and is now also available to plugins
2009-06-04 20:21:31 +00:00

59 lines
1.7 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
using CodeImp.DoomBuilder.Map;
using SlimDX.Direct3D9;
using SlimDX;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Editing;
using Configuration = CodeImp.DoomBuilder.IO.Configuration;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
internal struct SurfaceBufferSet
{
// The number of vertices per sector that this set is for
public int numvertices;
// These are the vertex buffers. They are hashed by an integer key which
// is the number of vertices per sector geometry the buffer if meant for.
public List<VertexBuffer> buffers;
public List<int> buffersizes;
// These are the entries that contain information for the contents of the buffers.
public List<SurfaceEntry> entries;
// These are the empty entries in buferrs that are available.
public List<SurfaceEntry> holes;
}
}