Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
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.Graphics3DAssembly: 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