#region Using Statements using System; using System.Collections.Generic; using System.Linq; using ANX.Framework; using ANX.Framework.Graphics; using ANX.Framework.Input; using ANX.Framework.NonXNA; #endregion // Using Statements // This file is part of the ANX.Framework created by the // "ANX.Framework developer group" and released under the Ms-PL license. // For details see: http://anxframework.codeplex.com/license namespace VertexIndexBuffer { public class Game1 : ANX.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Effect miniTriEffect; VertexBuffer vb; VertexBuffer vb2; IndexBuffer ib; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "SampleContent"; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); miniTriEffect = Content.Load(@"Effects/MiniTri"); vb = new VertexBuffer(GraphicsDevice, VertexPositionColor.VertexDeclaration, 6, BufferUsage.None); VertexPositionColor[] vertices = new[] { new VertexPositionColor( new Vector3(-0.75f, 0.25f, 0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)), new VertexPositionColor( new Vector3(-0.25f, 0.25f, 0.5f), new Color(0.0f, 1.0f, 0.0f, 1.0f)), new VertexPositionColor( new Vector3(-0.75f, -0.25f, 0.5f), new Color(0.0f, 0.0f, 1.0f, 1.0f)), new VertexPositionColor( new Vector3(-0.25f, 0.25f, 0.5f), new Color(0.0f, 1.0f, 0.0f, 1.0f)), new VertexPositionColor( new Vector3(-0.25f, -0.25f, 0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)), new VertexPositionColor( new Vector3(-0.75f, -0.25f, 0.5f), new Color(0.0f, 0.0f, 1.0f, 1.0f)), }; vb.SetData(vertices); vb2 = new VertexBuffer(GraphicsDevice, VertexPositionColor.VertexDeclaration, 4, BufferUsage.None); VertexPositionColor[] vertices2 = new[] { new VertexPositionColor( new Vector3(0.25f, 0.25f, 0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)), new VertexPositionColor( new Vector3(0.75f, 0.25f, 0.5f), new Color(0.0f, 1.0f, 0.0f, 1.0f)), new VertexPositionColor( new Vector3(0.25f, -0.25f, 0.5f), new Color(0.0f, 0.0f, 1.0f, 1.0f)), new VertexPositionColor( new Vector3(0.75f, -0.25f, 0.5f), new Color(1.0f, 0.0f, 0.0f, 1.0f)), }; vb2.SetData(vertices2); ib = new IndexBuffer(GraphicsDevice, IndexElementSize.ThirtyTwoBits, 6, BufferUsage.None); int[] indices = new[] { 0, 1, 2, 1, 3, 2 }; ib.SetData(indices); graphics.PreferredBackBufferWidth = 810; graphics.PreferredBackBufferHeight = 486; graphics.PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8; graphics.ApplyChanges(); } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); miniTriEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.SetVertexBuffer(vb); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 6); GraphicsDevice.SetVertexBuffer(vb2); GraphicsDevice.Indices = ib; GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 4, 0, 2); base.Draw(gameTime); } } }