Graphics Reference
In-Depth Information
vertices[i] = new Vertex(vb[i].Position,
vb[i].Normal, vb[i].Color, vb[i].UV);
}
vertexBuffers.Add(ToDispose(Buffer.Create(device,
BindFlags.VertexBuffer, vertices.ToArray())));
vertexBuffers[vertexBuffers.Count - 1].DebugName =
"VertexBuffer_" + indx.ToString();
}
6.
Next we load each of the index buffers.
// Initialize index buffers
foreach (var ib in mesh.IndexBuffers)
{
indexBuffers.Add(ToDispose(Buffer.Create(device,
BindFlags.IndexBuffer, ib)));
indexBuffers[indexBuffers.Count - 1].DebugName =
"IndexBuffer_" + (indexBuffers.Count - 1).ToString();
}
7.
And lastly, create Shader Resource Views (SRVs) for each of the textures
and a default sampler state.
// Initialize texture views
// The CMO file format supports up to 8 per material
foreach (var m in mesh.Materials)
{
// Diffuse Color
for (var i = 0; i < m.Textures.Length; i++)
{
if (SharpDX.IO.NativeFile.Exists(m.Textures[i]))
textureViews.Add(ToDispose(
ShaderResourceView.FromFile(
device, m.Textures[i])));
else
textureViews.Add(null);
}
}
// Create our sampler state
samplerState = ToDispose(new SamplerState(device, new
SamplerStateDescription() {
AddressU = TextureAddressMode.Clamp,
AddressV = TextureAddressMode.Clamp,
AddressW = TextureAddressMode.Clamp,
 
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