|
|
@@ -19,7 +19,7 @@ public struct VertexUVColor
|
|
|
// Individual color channels: red, green, blue, alpha (transparency; 0 = transparent, 255 = opaque)
|
|
|
public byte r, g, b, a; // 4 elements of 1 byte
|
|
|
// These are the texture x and y coordinates, commonly called u and v respectively; they are simply normalized cartesian coordinates
|
|
|
- public float u, v; // 2x4 = 8 bytes here, totalling 12+4+6 bytes = 24 bytes (total size of this struct)
|
|
|
+ public float u, v; // 2x4 = 8 bytes here, totalling 12+4+8 bytes = 24 bytes (total size of this struct)
|
|
|
}
|
|
|
|
|
|
public class HelloQuad : AppDelegate
|
|
|
@@ -159,7 +159,7 @@ public class HelloQuad : AppDelegate
|
|
|
{
|
|
|
// We clear the whole screen white before drawing anything
|
|
|
graphics.Clear(Constants.CLEAR_COLOR, Color.White);
|
|
|
- // The 3 lines below don't have to be set every frame in this specific example, but you'll most likely be changing the often
|
|
|
+ // The 3 lines below don't have to be set every frame in this specific example, but you'll most likely be changing them often
|
|
|
viewport.View.SetCameraShaderParameters(camera);
|
|
|
// We set the Texture to be used in the next draw call and we are also setting the filter to nearest neighbor so it looks sharp
|
|
|
graphics.SetTexture((uint)TextureUnit.TU_DIFFUSE, texture);
|