Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Renders specified geometry on graphics device. Particularly slower than RenderGeometry method if used with large number of vertices; therefore, it's better to use RenderGeometry for mid/small numbers of often changing vertex data.

Namespace: Visual3D.Graphics3D
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)

Syntax

      
 C#  Visual Basic 
public void RenderGeometry<TVertex, TIndex>(
	PrimitiveType primitiveType,
	TVertex[] vertices,
	int vertexStart,
	int vertexCount,
	int[] indices
)
where TVertex : struct, new()
Public Sub RenderGeometry(Of TVertex As {Structure, New}, TIndex) ( _
	primitiveType As PrimitiveType, _
	vertices As TVertex(), _
	vertexStart As Integer, _
	vertexCount As Integer, _
	indices As Integer() _
)

Parameters

primitiveType
PrimitiveType
Type of primitives to render (triangle lists, strips, point sprites etc).
vertices
array<TVertex>[]()[][]
Vertices to render.
vertexStart
Int32
First vertex to draw
vertexCount
Int32
Number of vertices to draw
indices
array<Int32>[]()[][]
Optional array of indices

Type Parameters

TVertex
TIndex

See Also