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MeshUtilsCalculateNormals(PositionNormalTextureVertex, Int32, Int32, Int32) Method |
CalculateNormals method calculates normals for the specified vertexBuffer (PositionNormalTexture array) and triangle indices array. Normal values are written to the vertexBuffer.
Normals are always normalized.
Namespace: Ab4d.SharpEngine.UtilitiesAssembly: Ab4d.SharpEngine (in Ab4d.SharpEngine.dll) Version: 3.1.9316+94bbd23b55747f096f056a5602f7dd90558b3673
Syntaxpublic static void CalculateNormals(
PositionNormalTextureVertex[] vertexBuffer,
int[] indices,
int startTriangleIndex,
int indicesCount
)
Parameters
- vertexBuffer PositionNormalTextureVertex
- array of PositionNormalTexture that represents a vertex buffer
- indices Int32
- triangle indices
- startTriangleIndex Int32
- index of the first triangle index to process (note that this is not triangle index but index in the indices array so the startTriangleIndex for the second triangle is 3)
- indicesCount Int32
- number of triangle indices to process (to get indicesCount from the number of triangles multiply the number of triangle by 3)
Remarks[Missing <remarks> documentation for "M:Ab4d.SharpEngine.Utilities.MeshUtils.CalculateNormals(Ab4d.SharpEngine.Common.PositionNormalTextureVertex[],System.Int32[],System.Int32,System.Int32)"]
See Also