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Mohammad Shaker
mohammadshaker.com
@ZGTRShaker
2011, 2012, 2013, 2014
XNA Game Development
L04 – Primitives, IndexBuffer and VertexBuffer
3D World
3D World
3D World
Primitives
• 1 - Drawing Triangles
• 2 - A Little Practice
• 3 - Index and Vertex Buffers
• 4 - Primitive Types
Primitives
Drawing Triangles
Drawing Triangles
What do we need to draw?!
Drawing Triangles
App1-Triangles
Drawing Triangles
Initialize
LoadContent
UnloadContent
Update
Draw
Game1
Drawing Triangles
• Global Scope
SpriteBatch spriteBatch;
VertexPositionColor[] vertices;
BasicEffect basicEffect;
Matrix world = Matrix.CreateTranslation(0, 0, 0);
Matrix view = Matrix.CreateLookAt(
new Vector3(0, 0, 3),
new Vector3(0, 0, 0),
new Vector3(0, 1, 0));
Matrix projection = Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(45),
800f / 600f,
0.01f,
100f);
Drawing Triangles
SpriteBatch spriteBatch;
VertexPositionColor[] vertices;
BasicEffect basicEffect;
Matrix world = Matrix.CreateTranslation(0, 0, 0);
Matrix view = Matrix.CreateLookAt(
new Vector3(0, 0, 3),
new Vector3(0, 0, 0),
new Vector3(0, 1, 0));
Matrix projection = Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(45),
800f / 600f,
0.01f,
100f);
Drawing Triangles
• LoadContent()
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
basicEffect = new BasicEffect(GraphicsDevice);
vertices = new VertexPositionColor[3];
vertices[0] = new VertexPositionColor(new Vector3(0, 1, 0), Color.Red);
vertices[1] = new VertexPositionColor(new Vector3(+0.5f, 0, 0), Color.Green);
vertices[2] = new VertexPositionColor(new Vector3(-0.5f, 0, 0), Color.Blue);
}
Drawing Triangles
• LoadContent()
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
basicEffect = new BasicEffect(GraphicsDevice);
vertices = new VertexPositionColor[3];
vertices[0] = new VertexPositionColor(new Vector3(0, 1, 0), Color.Red);
vertices[1] = new VertexPositionColor(new Vector3(+0.5f, 0, 0), Color.Green);
vertices[2] = new VertexPositionColor(new Vector3(-0.5f, 0, 0), Color.Blue);
}
Drawing Triangles
• Draw()
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
basicEffect.World = world;
basicEffect.View = view;
basicEffect.Projection = projection;
basicEffect.VertexColorEnabled = true;
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawUserPrimitives<VertexPositionColor>
(PrimitiveType.TriangleList, vertices, 0, 1);
}
base.Draw(gameTime);
}
Drawing Triangles
App1-Triangles
Drawing Triangles
• Cube
Different Primitive Types
Different Primitive Types
• PrimitiveType.Points
• PrimitiveType.LineList
• PrimitiveType.LineStrip
• PrimitiveType.TriangleList
• PrimitiveType.TriangleStrip
• PrimitiveType.TriangleFan
Different Primitive Types
Different Primitive Types
Different Primitive Types
Different Primitive Types
Drawing Triangles
• Using TrianglesList
• App2-Tetrahedron-TriangleList
Drawing Triangles
• How to do it with a simple
rotation?!
Drawing Triangles
• How to do it with a simple rotation?!
• First, What’s that 3D Object is?!
Tetrahedron! (Faces: 4, Vertices: 12)
Drawing Triangles
• How to do it with a simple rotation?!
• First, What’s that 3D Object is?!
Tetrahedron! (Faces: 4, Vertices: 12(Each one at a time or a one shot?!))
Drawing Triangles
• How to do it with a simple rotation?!
• First, What’s that 3D Object is?!
Tetrahedron! (Faces: 4, Vertices: 12(use TriangleList))
Drawing Triangles – Simple Rotation
• How to do it with a simple rotation?!
vertices = new VertexPositionColor[12];
vertices[0] = new VertexPositionColor(new Vector3(0.000f, 1.000f, 0.000f), Color.Red);
vertices[1] = new VertexPositionColor(new Vector3(-0.816f, -0.333f, -0.471f), Color.Blue);
vertices[2] = new VertexPositionColor(new Vector3(0.000f, -0.333f, 0.943f), Color.Green);
vertices[3] = new VertexPositionColor(new Vector3(0.000f, 1.000f, 0.000f), Color.Red);
vertices[4] = new VertexPositionColor(new Vector3(0.816f, -0.333f, -0.471f), Color.Yellow);
vertices[5] = new VertexPositionColor(new Vector3(-0.816f, -0.333f, -0.471f), Color.Blue);
vertices[6] = new VertexPositionColor(new Vector3(0.000f, -0.333f, 0.943f), Color.Green);
vertices[7] = new VertexPositionColor(new Vector3(0.816f, -0.333f, -0.471f), Color.Yellow);
vertices[8] = new VertexPositionColor(new Vector3(0.000f, 1.000f, 0.000f), Color.Red);
vertices[9] = new VertexPositionColor(new Vector3(-0.816f, -0.333f, -0.471f), Color.Blue);
vertices[10]= new VertexPositionColor(new Vector3(0.816f, -0.333f, -0.471f), Color.Yellow);
vertices[11] = new VertexPositionColor(new Vector3(0.000f, -0.333f, 0.943f), Color.Green);
VertexPositionColor[] vertices;
Drawing Triangles – Simple Rotation
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
basicEffect.World = world;
basicEffect.View = view;
basicEffect.Projection = projection;
basicEffect.VertexColorEnabled = true;
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 4);
}
base.Draw(gameTime);
}
Drawing Triangles – Simple Rotation
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
basicEffect.World = world;
basicEffect.View = view;
basicEffect.Projection = projection;
basicEffect.VertexColorEnabled = true;
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 4);
}
base.Draw(gameTime);
}
Drawing Triangles – Simple Rotation
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
basicEffect.World = world;
basicEffect.View = view;
basicEffect.Projection = projection;
basicEffect.VertexColorEnabled = true;
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 4);
}
base.Draw(gameTime);
}
Drawing Triangles – Simple Rotation
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
basicEffect.World = world;
basicEffect.View = view;
basicEffect.Projection = projection;
basicEffect.VertexColorEnabled = true;
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 4);
}
base.Draw(gameTime);
}
Drawing Triangles – Rotation Logic
Drawing Triangles – Rotation Logic
Matrices and Transformations
Drawing Triangles
• Using TrianglesList
• App3-TriangleList
Different Primitive Types
• Changing last tutorial PrimitiveType to LineList will result in
• “App5-VertexBuffer-LineList”
Index And Vertex Buffers
Index And Vertex Buffers
The Concept
Index And Vertex Buffers
• Effectively store our data
• Greatly reduce the amount of data that needs to be send over to the graphics
device
– speed up our applications a looooooooooot!
• The only way to store your data
Index And Vertex Buffers
• Look at this,
Index And Vertex Buffers
True oder false?
• Look at this,
Index And Vertex Buffers
True oder false?
• Look at this,
Index And Vertex Buffers
Index And Vertex Buffers
Index And Vertex Buffers
Index And Vertex Buffers
Index And Vertex Buffers – The Creating of
• An Icosahedron
Index And Vertex Buffers – The Creating of
• An Icosahedron
• “App4-VertexBuffer”
Index And Vertex Buffers – The Creating of
• Creating the Necessary Variables
VertexBuffer vertexBuffer;
IndexBuffer indexBuffer;
Index And Vertex Buffers – The Creating of
• Creating the Necessary Variables
VertexBuffer vertexBuffer;
IndexBuffer indexBuffer;
VertexPositionColor[] vertices;
Index And Vertex Buffers – The Creating of
• Creating the Necessary Variables
VertexBuffer vertexBuffer;
IndexBuffer indexBuffer;
VertexPositionColor[] vertices; // Needed in a global scope or not?
Index And Vertex Buffers – The Creating of
• Creating the Necessary Variables
VertexBuffer vertexBuffer;
IndexBuffer indexBuffer;
VertexPositionColor[] vertices; // Needed in a global scope or not?
Index And Vertex Buffers – The Creating of
• In LoadContent()
VertexPositionColor[] vertexArray = new VertexPositionColor[12];
// vertex position and color information for icosahedron
vertexArray[0] = new VertexPositionColor(new Vector3(-0.26286500f, 0.0000000f, 0.42532500f), Color.Red);
//…..
vertexArray[11]= new VertexPositionColor(new Vector3(-0.42532500f, -0.26286500f, 0.0000000f),Color.Crimson);
// Set up the vertex buffer
vertexBuffer = new VertexBuffer( graphics.GraphicsDevice,
typeof(VertexPositionColor),
vertexArray.Length,
BufferUsage.WriteOnly);
vertexBuffer.SetData(vertexArray);
short[] indices = new short[60];
indices[0] = 0; indices[1] = 6; indices[2] = 1;
//…
indices[57] = 9; indices[58] = 11; indices[59] = 0;
indexBuffer = new IndexBuffer(graphics.GraphicsDevice, typeof(short), indices.Length, BufferUsage.WriteOnly);
indexBuffer.SetData(indices);
Index And Vertex Buffers
• In Draw() Method
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(vertexBuffer);
graphics.GraphicsDevice.Indices = indexBuffer;
graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20);
}
Index And Vertex Buffers
• In Draw() Method
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(vertexBuffer);
graphics.GraphicsDevice.Indices = indexBuffer;
graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20);
}
Index And Vertex Buffers
• In Draw() Method
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(vertexBuffer);
graphics.GraphicsDevice.Indices = indexBuffer;
graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20);
}
Index And Vertex Buffers
• In Draw() Method
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(vertexBuffer);
graphics.GraphicsDevice.Indices = indexBuffer;
graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20);
}
Index And Vertex Buffers
• In Draw() Method
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(vertexBuffer);
graphics.GraphicsDevice.Indices = indexBuffer;
graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20);
}
Index And Vertex Buffers
• In Draw() Method
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(vertexBuffer);
graphics.GraphicsDevice.Indices = indexBuffer;
graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20);
}
Index And Vertex Buffers
• In Draw() Method
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(vertexBuffer);
graphics.GraphicsDevice.Indices = indexBuffer;
graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20);
}
XNA L04–Primitives, IndexBuffer and VertexBuffer
Index And Vertex Buffers
• In Draw() Method
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(vertexBuffer);
graphics.GraphicsDevice.Indices = indexBuffer;
graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20);
}
Index And Vertex Buffers
• In Draw() Method
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(vertexBuffer);
graphics.GraphicsDevice.Indices = indexBuffer;
graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20);
}
Index And Vertex Buffers
• In Draw() Method
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(vertexBuffer);
graphics.GraphicsDevice.Indices = indexBuffer;
graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20);
}
Index And Vertex Buffers
• In Draw() Method
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(vertexBuffer);
graphics.GraphicsDevice.Indices = indexBuffer;
graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20);
}
Index And Vertex Buffers
• In Draw() Method
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(vertexBuffer);
graphics.GraphicsDevice.Indices = indexBuffer;
graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20);
}
Index And Vertex Buffers
• In Draw() Method
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(vertexBuffer);
graphics.GraphicsDevice.Indices = indexBuffer;
graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20);
}
Index And Vertex Buffers
• In Draw() Method
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(vertexBuffer);
graphics.GraphicsDevice.Indices = indexBuffer;
graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20);
}
Index And Vertex Buffers
• An Icosahedron at last
has been built!
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XNA L04–Primitives, IndexBuffer and VertexBuffer

  • 1. Mohammad Shaker mohammadshaker.com @ZGTRShaker 2011, 2012, 2013, 2014 XNA Game Development L04 – Primitives, IndexBuffer and VertexBuffer
  • 5. Primitives • 1 - Drawing Triangles • 2 - A Little Practice • 3 - Index and Vertex Buffers • 4 - Primitive Types
  • 8. Drawing Triangles What do we need to draw?!
  • 11. Drawing Triangles • Global Scope SpriteBatch spriteBatch; VertexPositionColor[] vertices; BasicEffect basicEffect; Matrix world = Matrix.CreateTranslation(0, 0, 0); Matrix view = Matrix.CreateLookAt( new Vector3(0, 0, 3), new Vector3(0, 0, 0), new Vector3(0, 1, 0)); Matrix projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45), 800f / 600f, 0.01f, 100f);
  • 12. Drawing Triangles SpriteBatch spriteBatch; VertexPositionColor[] vertices; BasicEffect basicEffect; Matrix world = Matrix.CreateTranslation(0, 0, 0); Matrix view = Matrix.CreateLookAt( new Vector3(0, 0, 3), new Vector3(0, 0, 0), new Vector3(0, 1, 0)); Matrix projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45), 800f / 600f, 0.01f, 100f);
  • 13. Drawing Triangles • LoadContent() protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); basicEffect = new BasicEffect(GraphicsDevice); vertices = new VertexPositionColor[3]; vertices[0] = new VertexPositionColor(new Vector3(0, 1, 0), Color.Red); vertices[1] = new VertexPositionColor(new Vector3(+0.5f, 0, 0), Color.Green); vertices[2] = new VertexPositionColor(new Vector3(-0.5f, 0, 0), Color.Blue); }
  • 14. Drawing Triangles • LoadContent() protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); basicEffect = new BasicEffect(GraphicsDevice); vertices = new VertexPositionColor[3]; vertices[0] = new VertexPositionColor(new Vector3(0, 1, 0), Color.Red); vertices[1] = new VertexPositionColor(new Vector3(+0.5f, 0, 0), Color.Green); vertices[2] = new VertexPositionColor(new Vector3(-0.5f, 0, 0), Color.Blue); }
  • 15. Drawing Triangles • Draw() protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); basicEffect.World = world; basicEffect.View = view; basicEffect.Projection = projection; basicEffect.VertexColorEnabled = true; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserPrimitives<VertexPositionColor> (PrimitiveType.TriangleList, vertices, 0, 1); } base.Draw(gameTime); }
  • 19. Different Primitive Types • PrimitiveType.Points • PrimitiveType.LineList • PrimitiveType.LineStrip • PrimitiveType.TriangleList • PrimitiveType.TriangleStrip • PrimitiveType.TriangleFan
  • 24. Drawing Triangles • Using TrianglesList • App2-Tetrahedron-TriangleList
  • 25. Drawing Triangles • How to do it with a simple rotation?!
  • 26. Drawing Triangles • How to do it with a simple rotation?! • First, What’s that 3D Object is?! Tetrahedron! (Faces: 4, Vertices: 12)
  • 27. Drawing Triangles • How to do it with a simple rotation?! • First, What’s that 3D Object is?! Tetrahedron! (Faces: 4, Vertices: 12(Each one at a time or a one shot?!))
  • 28. Drawing Triangles • How to do it with a simple rotation?! • First, What’s that 3D Object is?! Tetrahedron! (Faces: 4, Vertices: 12(use TriangleList))
  • 29. Drawing Triangles – Simple Rotation • How to do it with a simple rotation?! vertices = new VertexPositionColor[12]; vertices[0] = new VertexPositionColor(new Vector3(0.000f, 1.000f, 0.000f), Color.Red); vertices[1] = new VertexPositionColor(new Vector3(-0.816f, -0.333f, -0.471f), Color.Blue); vertices[2] = new VertexPositionColor(new Vector3(0.000f, -0.333f, 0.943f), Color.Green); vertices[3] = new VertexPositionColor(new Vector3(0.000f, 1.000f, 0.000f), Color.Red); vertices[4] = new VertexPositionColor(new Vector3(0.816f, -0.333f, -0.471f), Color.Yellow); vertices[5] = new VertexPositionColor(new Vector3(-0.816f, -0.333f, -0.471f), Color.Blue); vertices[6] = new VertexPositionColor(new Vector3(0.000f, -0.333f, 0.943f), Color.Green); vertices[7] = new VertexPositionColor(new Vector3(0.816f, -0.333f, -0.471f), Color.Yellow); vertices[8] = new VertexPositionColor(new Vector3(0.000f, 1.000f, 0.000f), Color.Red); vertices[9] = new VertexPositionColor(new Vector3(-0.816f, -0.333f, -0.471f), Color.Blue); vertices[10]= new VertexPositionColor(new Vector3(0.816f, -0.333f, -0.471f), Color.Yellow); vertices[11] = new VertexPositionColor(new Vector3(0.000f, -0.333f, 0.943f), Color.Green); VertexPositionColor[] vertices;
  • 30. Drawing Triangles – Simple Rotation protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); basicEffect.World = world; basicEffect.View = view; basicEffect.Projection = projection; basicEffect.VertexColorEnabled = true; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 4); } base.Draw(gameTime); }
  • 31. Drawing Triangles – Simple Rotation protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); basicEffect.World = world; basicEffect.View = view; basicEffect.Projection = projection; basicEffect.VertexColorEnabled = true; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 4); } base.Draw(gameTime); }
  • 32. Drawing Triangles – Simple Rotation protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); basicEffect.World = world; basicEffect.View = view; basicEffect.Projection = projection; basicEffect.VertexColorEnabled = true; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 4); } base.Draw(gameTime); }
  • 33. Drawing Triangles – Simple Rotation protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); basicEffect.World = world; basicEffect.View = view; basicEffect.Projection = projection; basicEffect.VertexColorEnabled = true; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 4); } base.Draw(gameTime); }
  • 34. Drawing Triangles – Rotation Logic
  • 35. Drawing Triangles – Rotation Logic Matrices and Transformations
  • 36. Drawing Triangles • Using TrianglesList • App3-TriangleList
  • 37. Different Primitive Types • Changing last tutorial PrimitiveType to LineList will result in • “App5-VertexBuffer-LineList”
  • 38. Index And Vertex Buffers
  • 39. Index And Vertex Buffers The Concept
  • 40. Index And Vertex Buffers • Effectively store our data • Greatly reduce the amount of data that needs to be send over to the graphics device – speed up our applications a looooooooooot! • The only way to store your data
  • 41. Index And Vertex Buffers • Look at this,
  • 42. Index And Vertex Buffers True oder false? • Look at this,
  • 43. Index And Vertex Buffers True oder false? • Look at this,
  • 44. Index And Vertex Buffers
  • 45. Index And Vertex Buffers
  • 46. Index And Vertex Buffers
  • 47. Index And Vertex Buffers
  • 48. Index And Vertex Buffers – The Creating of • An Icosahedron
  • 49. Index And Vertex Buffers – The Creating of • An Icosahedron • “App4-VertexBuffer”
  • 50. Index And Vertex Buffers – The Creating of • Creating the Necessary Variables VertexBuffer vertexBuffer; IndexBuffer indexBuffer;
  • 51. Index And Vertex Buffers – The Creating of • Creating the Necessary Variables VertexBuffer vertexBuffer; IndexBuffer indexBuffer; VertexPositionColor[] vertices;
  • 52. Index And Vertex Buffers – The Creating of • Creating the Necessary Variables VertexBuffer vertexBuffer; IndexBuffer indexBuffer; VertexPositionColor[] vertices; // Needed in a global scope or not?
  • 53. Index And Vertex Buffers – The Creating of • Creating the Necessary Variables VertexBuffer vertexBuffer; IndexBuffer indexBuffer; VertexPositionColor[] vertices; // Needed in a global scope or not?
  • 54. Index And Vertex Buffers – The Creating of • In LoadContent() VertexPositionColor[] vertexArray = new VertexPositionColor[12]; // vertex position and color information for icosahedron vertexArray[0] = new VertexPositionColor(new Vector3(-0.26286500f, 0.0000000f, 0.42532500f), Color.Red); //….. vertexArray[11]= new VertexPositionColor(new Vector3(-0.42532500f, -0.26286500f, 0.0000000f),Color.Crimson); // Set up the vertex buffer vertexBuffer = new VertexBuffer( graphics.GraphicsDevice, typeof(VertexPositionColor), vertexArray.Length, BufferUsage.WriteOnly); vertexBuffer.SetData(vertexArray); short[] indices = new short[60]; indices[0] = 0; indices[1] = 6; indices[2] = 1; //… indices[57] = 9; indices[58] = 11; indices[59] = 0; indexBuffer = new IndexBuffer(graphics.GraphicsDevice, typeof(short), indices.Length, BufferUsage.WriteOnly); indexBuffer.SetData(indices);
  • 55. Index And Vertex Buffers • In Draw() Method foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); graphics.GraphicsDevice.Indices = indexBuffer; graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20); }
  • 56. Index And Vertex Buffers • In Draw() Method foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); graphics.GraphicsDevice.Indices = indexBuffer; graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20); }
  • 57. Index And Vertex Buffers • In Draw() Method foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); graphics.GraphicsDevice.Indices = indexBuffer; graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20); }
  • 58. Index And Vertex Buffers • In Draw() Method foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); graphics.GraphicsDevice.Indices = indexBuffer; graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20); }
  • 59. Index And Vertex Buffers • In Draw() Method foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); graphics.GraphicsDevice.Indices = indexBuffer; graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20); }
  • 60. Index And Vertex Buffers • In Draw() Method foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); graphics.GraphicsDevice.Indices = indexBuffer; graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20); }
  • 61. Index And Vertex Buffers • In Draw() Method foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); graphics.GraphicsDevice.Indices = indexBuffer; graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20); }
  • 63. Index And Vertex Buffers • In Draw() Method foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); graphics.GraphicsDevice.Indices = indexBuffer; graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20); }
  • 64. Index And Vertex Buffers • In Draw() Method foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); graphics.GraphicsDevice.Indices = indexBuffer; graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20); }
  • 65. Index And Vertex Buffers • In Draw() Method foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); graphics.GraphicsDevice.Indices = indexBuffer; graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20); }
  • 66. Index And Vertex Buffers • In Draw() Method foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); graphics.GraphicsDevice.Indices = indexBuffer; graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20); }
  • 67. Index And Vertex Buffers • In Draw() Method foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); graphics.GraphicsDevice.Indices = indexBuffer; graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20); }
  • 68. Index And Vertex Buffers • In Draw() Method foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); graphics.GraphicsDevice.Indices = indexBuffer; graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20); }
  • 69. Index And Vertex Buffers • In Draw() Method foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); graphics.GraphicsDevice.Indices = indexBuffer; graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 12, 0, 20); }
  • 70. Index And Vertex Buffers • An Icosahedron at last has been built!