void SpriteComponent::SetCurrentSegment(int32 widthSegment, int32 heightSegment)
	{
		m_CurrentWidthSegment = widthSegment;
		m_CurrentHeightSegment = m_HeightSegments - heightSegment - 1;

		CreateIndices();
	}
Beispiel #2
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void StarMesh::InitShape()
{
	
	CreateVertices();
	CreateIndices();
	CreateNormals();
	CreateTextureCoords();
}
	void SpriteComponent::InitializeComponent()
	{	
		TextureManager::GetInstance()->LoadTexture(m_FilePath.GetAssetsPath(),m_SpriteName);
		m_Width = TextureManager::GetInstance()->GetTextureDimensions(m_SpriteName).x / m_WidthSegments;
		m_Heigth =  TextureManager::GetInstance()->GetTextureDimensions(m_SpriteName).y / m_HeightSegments;

		CreateVertices();
		CreateIndices();

		m_SpriteInfo.spriteName = m_SpriteName;
		m_SpriteInfo.vertices = GetVertices();
		m_SpriteInfo.uvCoords = GetUVCoords();
		m_SpriteInfo.bIsHUD = m_bIsHudElement;
	}
Beispiel #4
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// Creates Vertex and index buffers and returns a index to access that buffer
unsigned int RendererD3D::InitializeVertexBuffers(unsigned int meshNum, int size, Geometry* pGeometry)
{
	assert(pGeometry);

	unsigned int bufferID=0;
	
	m_vertBuffers.push_back(new VertexBufferD3D(m_pd3dDevice, pGeometry->RetrieveDataPtr(meshNum), pGeometry->GetVertexTotal(meshNum)));
	bufferID = (int)(m_vertBuffers.size() -1);
	pGeometry->SetBufferID( (unsigned int) bufferID );

	CreateIndices(pGeometry->RetrieveIndexPtr(meshNum),pGeometry->GetIndexTotal(meshNum),bufferID);
	m_vertBuffers[bufferID]->CreateVertexBuffer();
	
	return bufferID;
}
	void SpriteComponent::SetTexture( const tstring& filepath, const tstring& spriteName, bool bIsHUDElement /*= false*/, int32 widthSegments /*= 1*/, int32 heightSegments /*= 1*/ )
	{
		m_Width = 0;
		m_WidthSegments = widthSegments;
		m_CurrentWidthSegment = 0;
		m_Heigth = 0;
		m_HeightSegments = heightSegments;
		m_CurrentHeightSegment = 0;
		m_FilePath = filepath;
		m_SpriteName = spriteName;
		m_bIsHudElement = bIsHUDElement;

		TextureManager::GetInstance()->LoadTexture(m_FilePath.GetAssetsPath(),m_SpriteName);
		m_Width = TextureManager::GetInstance()->GetTextureDimensions(m_SpriteName).x / m_WidthSegments;
		m_Heigth =  TextureManager::GetInstance()->GetTextureDimensions(m_SpriteName).y / m_HeightSegments;

		CreateVertices();
		CreateIndices();

		m_SpriteInfo.spriteName = m_SpriteName;
		m_SpriteInfo.vertices = GetVertices();
		m_SpriteInfo.uvCoords = GetUVCoords();
		m_SpriteInfo.bIsHUD = m_bIsHudElement;
	}