geometry
Specifies the geometry data for a primitive with explicit min/max indices.
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies the index buffer (either u16 or u32)
specifies where in the index buffer to start reading (expressed as a number of indices)
specifies the minimum index contained in the index buffer
specifies the maximum index contained in the index buffer
number of indices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a primitive with offset and count.
Return
Builder reference for chaining calls.
Parameters
specifies where in the index buffer to start reading (expressed as a number of indices)
number of indices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a primitive, using the whole index buffer.
Typically, each primitive is specified with a pair of daisy-chained calls: geometry(...) and material(...).
Return
Builder reference for chaining calls.
Specifies the geometry data for a non-indexed primitive: offset / count refer to vertices.
Attribute-less rendering: the vertex shader can generate positions procedurally from gl_VertexIndex / gl_VertexID, with a VertexBuffer that has bufferCount == 0. This requires FEATURE_LEVEL_1 or higher and is incompatible with skinning and morphing.
Return
Builder reference for chaining calls.
Parameters
specifies where in the vertex buffer to start reading (expressed as a number of vertices)
number of vertices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a non-indexed primitive using all vertices.
Return
Builder reference for chaining calls.