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namespace WEditor.Rendering | ||
using System.Drawing; | ||
using OpenTK; | ||
using OpenTK.Graphics.OpenGL; | ||
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namespace WEditor.Rendering | ||
{ | ||
public | ||
class Mesh | ||
public class Mesh | ||
{ | ||
/// <summary> The bounding volume of the mesh. This is an axis-aligned bounding box in local space. Setting Verticies will automatically update the Bounds. (Read Only) </summary> | ||
public Bounds Bounds { get; private set; } | ||
/// <summary> Vertex colors of the mesh. </summary> | ||
public Color[] Colors; | ||
/// <summary> Vertex normals of the mesh. </summary> | ||
public Vector3[] Normals; | ||
/// <summary> Triangle indexes of the mesh. </summary> | ||
public int[] Triangles; | ||
/// <summary> Vertex positions of the mesh. </summary> | ||
public Vector3[] Verticies; | ||
/// <summary> Texture Coordinates of the mesh. </summary> | ||
public Vector2[] UVs; | ||
/// <summary> Vertex count of the mesh. (Read Only) </summary> | ||
public int VertexCount { get; private set; } | ||
/// <summary> MeshTopology lets you render complex things using lines or points instead of just triangles if desired. </summary> | ||
//public PrimitiveType MeshTopology; | ||
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public Mesh() | ||
{ | ||
Bounds = new Bounds(Vector3.Zero, Vector3.Zero); | ||
Colors = null; | ||
Normals = null; | ||
Triangles = null; | ||
Verticies = null; | ||
UVs = null; | ||
VertexCount = 0; | ||
//MeshTopology = PrimitiveType.Triangles; | ||
} | ||
} | ||
} |