5 public readonly DynamicArray<VertexPositionColor>
LineVertices = [];
13 public override bool IsEmpty() => LineIndices.Count == 0 && TriangleIndices.Count == 0;
22 public void Flush(
Matrix matrix,
bool clearAfterFlush =
true) {
35 m_shader.Transforms.World[0] = matrix;
36 m_shader.Color = color;
46 int num3 = Math.Min(num2, 196605);
66 int num6 = Math.Min(num5, 131070);
82 if (clearAfterFlush) {
92 for (
int i = start; i < end; i++) {
102 for (
int i = start; i < end; i++) {
103 array[i].
Color *= color;
112 for (
int i = start; i < end; i++) {
122 for (
int i = start; i < end; i++) {
123 array[i].
Color *= color;
RasterizerState RasterizerState
DepthStencilState DepthStencilState
readonly DynamicArray< int > LineIndices
readonly DynamicArray< int > TriangleIndices
void TransformLines(Matrix matrix, int start=0, int end=-1)
static UnlitShader m_shader
readonly DynamicArray< VertexPositionColor > TriangleVertices
override void Flush(Matrix matrix, Vector4 color, bool clearAfterFlush=true)
void TransformTrianglesColors(Color color, int start=0, int end=-1)
void Flush(Matrix matrix, bool clearAfterFlush=true)
void TransformLinesColors(Color color, int start=0, int end=-1)
void FlushWithDeviceState(Matrix matrix, Vector4 color, bool clearAfterFlush=true)
readonly DynamicArray< VertexPositionColor > LineVertices
void TransformTriangles(Matrix matrix, int start=0, int end=-1)
void FlushWithDeviceState(Shader shader, bool clearAfterFlush=true)
static readonly VertexDeclaration VertexDeclaration
static Vector3 Transform(Vector3 v, Matrix m)
static readonly Vector4 One