Moved DX-dependent vertex types stuff to Rendering namespace

This commit is contained in:
dexyfex
2017-12-14 22:45:43 +11:00
Unverified
parent 14e1ce6ffd
commit 96638b8317
11 changed files with 117 additions and 98 deletions
+7 -7
View File
@@ -118,15 +118,15 @@ namespace CodeWalker.World
[TypeConverter(typeof(ExpandableObjectConverter))] public class ScenarioRegion : BasePathData
{
public VertexTypePC[] PathVerts { get; set; }
public VertexTypePC[] TriangleVerts { get; set; }
public EditorVertex[] PathVerts { get; set; }
public EditorVertex[] TriangleVerts { get; set; }
public Vector4[] NodePositions { get; set; }
public VertexTypePC[] GetPathVertices()
public EditorVertex[] GetPathVertices()
{
return PathVerts;
}
public VertexTypePC[] GetTriangleVertices()
public EditorVertex[] GetTriangleVertices()
{
return TriangleVerts;
}
@@ -441,7 +441,7 @@ namespace CodeWalker.World
public void BuildVertices()
{
List<VertexTypePC> pathverts = new List<VertexTypePC>();
List<EditorVertex> pathverts = new List<EditorVertex>();
uint cred = (uint)Color.Red.ToRgba();
uint cblu = (uint)Color.Blue.ToRgba();
@@ -451,8 +451,8 @@ namespace CodeWalker.World
if ((Ymt != null) && (Ymt.CScenarioPointRegion != null))
{
var r = Ymt.CScenarioPointRegion;
VertexTypePC pv1 = new VertexTypePC();
VertexTypePC pv2 = new VertexTypePC();
EditorVertex pv1 = new EditorVertex();
EditorVertex pv2 = new EditorVertex();
if ((r.Paths != null) && (r.Paths.Nodes != null))
{