コード例 #1
0
ファイル: MFRenderer.cpp プロジェクト: TurkeyMan/fuji
MF_API void MFRenderLayer_AddMesh(MFRenderLayer *pLayer, MFMesh *pMesh, MFMaterial *pMaterial, const MFStateBlock *pEntity, const MFStateBlock *pMaterialOverride, const MFStateBlock *pView)
{
	if(pMesh->numIndices)
		MFRenderLayer_AddIndexedVertices(pLayer, pMesh->pMeshState, pMesh->indexOffset, pMesh->numIndices, pMesh->primType, pMaterial, pEntity, pMaterialOverride, pView);
	else
		MFRenderLayer_AddVertices(pLayer, pMesh->pMeshState, pMesh->vertexOffset, pMesh->numVertices, pMesh->primType, pMaterial, pEntity, pMaterialOverride, pView);
}
コード例 #2
0
void Game_Draw()
{
	// render the prism
	MFView_SetAspectRatio(1.f);
	MFView_SetProjection();

	MFRenderLayer *pLayer = MFRenderer_GetLayer(pRenderer, 0);
	MFRenderLayer_AddVertices(pLayer, pPrismMeshStateBlock, 0, 3*12, MFPT_TriangleList, MFMaterial_GetStockMaterial(MFMat_White), pPrismStateBlock, NULL, MFView_GetViewState());

	// render the box
	MFView_SetAspectRatio(MFDisplay_GetAspectRatio());
	MFView_SetProjection();

	pLayer = MFRenderer_GetLayer(pRenderer, 1);
	MFRenderLayer_AddVertices(pLayer, pBoxMeshStateBlock, 0, 3*12, MFPT_TriangleList, pPrismRenderTarget, pBoxStateBlock, NULL, MFView_GetViewState());
}
コード例 #3
0
ファイル: MFRenderer.cpp プロジェクト: TurkeyMan/fuji
MF_API void MFRenderer_AddVertices(const MFStateBlock *pMeshStateBlock, int firstVertex, int numVertices, MFPrimType primType, MFMaterial *pMaterial, const MFStateBlock *pEntity, const MFStateBlock *pMaterialOverride, const MFStateBlock *pView)
{
	// TODO: choose appropriate layer from layer set...

	MFRenderLayer_AddVertices(gCurrentLayers.pSolidLayer, pMeshStateBlock, firstVertex, numVertices, primType, pMaterial, pEntity, pMaterialOverride, pView);
}