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* Fix BoundingRect unit tests. * Create `graphics` library.
37 lines
1.9 KiB
C#
37 lines
1.9 KiB
C#
using System;
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using Microsoft.Xna.Framework.Graphics;
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namespace MonoGame.Extended.Graphics
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{
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public class DynamicGeometryBuffer<TVertexType> : GeometryBuffer<TVertexType>
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where TVertexType : struct, IVertexType
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{
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/// <summary>
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/// Initializes a new instance of the <see cref="DynamicGeometryBuffer{TVertexType}" /> class.
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/// </summary>
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/// <param name="graphicsDevice">The graphics device.</param>
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/// <param name="maximumVerticesCount">The maximum number of vertices.</param>
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/// <param name="maximumIndicesCount">The maximum number of indices.</param>
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/// <exception cref="ArgumentNullException"><paramref name="graphicsDevice" /> is null.</exception>
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/// <exception cref="ArgumentOutOfRangeException">
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/// <paramref name="maximumVerticesCount" /> is <code>0</code>, or, <paramref name="maximumVerticesCount" /> is
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/// <code>0</code>.
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/// </exception>
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/// <remarks>
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/// <para>
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/// For best performance, use <see cref="DynamicGeometryBuffer{TVertexType}" /> for geometry which changes
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/// frame-to-frame and <see cref="StaticGeometryBuffer{TVertexType}" /> for geoemtry which does not change
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/// frame-to-frame, or changes infrequently between frames.
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/// </para>
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/// <para>
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/// Memory will be allocated for the vertex and index array buffers in proportion to
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/// <paramref name="maximumVerticesCount" /> and <paramref name="maximumIndicesCount" /> respectively.
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/// </para>
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/// </remarks>
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public DynamicGeometryBuffer(GraphicsDevice graphicsDevice, ushort maximumVerticesCount,
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ushort maximumIndicesCount)
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: base(graphicsDevice, GeometryBufferType.Dynamic, maximumVerticesCount, maximumIndicesCount)
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{
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}
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}
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} |