4 using System.Runtime.InteropServices;
5 using SiliconStudio.Core.Mathematics;
7 namespace SiliconStudio.
Paradox.Graphics
12 [StructLayout(LayoutKind.Sequential)]
40 public static readonly
int Size = 20;
52 public override bool Equals(
object obj)
54 if (ReferenceEquals(null, obj))
return false;
62 int hashCode = Position.GetHashCode();
75 TextureCoordinate.X = (1.0f - TextureCoordinate.X);
80 return left.Equals(right);
85 return !left.Equals(right);
90 return string.Format(
"Position: {0}, Texcoord: {1}", Position,
TextureCoordinate);
The layout of a vertex buffer with a set of VertexElement.
Represents a two dimensional mathematical vector.
Vector3 Position
XYZ position.
static VertexElement TextureCoordinate(PixelFormat format, int offsetInBytes=AppendAligned)
Declares a VertexElement with the semantic "TEXCOORD".
Represents a three dimensional mathematical vector.
override string ToString()
TextureCoordinate
The texture coordinate.
void FlipWinding()
Flip the vertex winding.
Vector2 TextureCoordinate
UV texture coordinates.
Describes a custom vertex format structure that contains position and color information.
static VertexElement Position(PixelFormat format, int offsetInBytes=AppendAligned)
Declares a VertexElement with the semantic "POSITION".
VertexPositionTexture(Vector3 position, Vector2 textureCoordinate)
Initializes a new VertexPositionTexture instance.
override int GetHashCode()
bool Equals(VertexPositionTexture other)
VertexDeclaration GetLayout()
Gets the layout of the vertex.
The base interface for all the vertex data structure.
A description of a single element for the input-assembler stage. This structure is related to Direct3...
override bool Equals(object obj)