136 texCoord =
new Vector2(texCoord2.
X, zero.
Y);
137 texCoord3 =
new Vector2(zero.
X, texCoord2.
Y);
171 for (
int i = 0; i < num; i++) {
176 result += vector - v5;
177 result2 += -vector - v5;
178 result3 += -vector + v5;
179 result4 += vector + v5;
static readonly BlendState AlphaBlend
static readonly DepthStencilState None
static readonly DepthStencilState DepthWrite
void QueueQuad(Vector2 corner1, Vector2 corner2, float depth, Color color)
void QueueLine(Vector2 p1, Vector2 p2, float depth, Color color)
TexturedBatch2D TexturedBatch(Texture2D texture, bool useAlphaTest=false, int layer=0, DepthStencilState depthStencilState=null, RasterizerState rasterizerState=null, BlendState blendState=null, SamplerState samplerState=null)
FlatBatch2D FlatBatch(int layer=0, DepthStencilState depthStencilState=null, RasterizerState rasterizerState=null, BlendState blendState=null)
static SamplerState PointWrap
static SamplerState AnisotropicWrap
static SamplerState PointClamp
static SamplerState LinearWrap
static SamplerState LinearClamp
static SamplerState AnisotropicClamp
void QueueQuad(Vector2 corner1, Vector2 corner2, float depth, Vector2 texCoord1, Vector2 texCoord2, Color color)
static int Max(int x1, int x2)
static float Lerp(float x1, float x2, float f)
readonly PrimitivesRenderer2D PrimitivesRenderer2D
static readonly Vector2 Zero
static readonly Vector2 One
static Vector2 Transform(Vector2 v, Matrix m)
static Vector2 Normalize(Vector2 v)