Browse Source

fix: Typo fixed and styling improvements

Vaclav Elias 9 months ago
parent
commit
1a1dba7334
1 changed files with 24 additions and 26 deletions
  1. 24 26
      en/manual/scripts/create-a-model-from-code.md

+ 24 - 26
en/manual/scripts/create-a-model-from-code.md

@@ -6,9 +6,7 @@
 You can create models in scripts at runtime. You can do this in several different ways, including:
 You can create models in scripts at runtime. You can do this in several different ways, including:
 
 
 * creating a model from an asset
 * creating a model from an asset
-
 * creating a procedural model using built-in geometric primitives (eg a sphere or cube)
 * creating a procedural model using built-in geometric primitives (eg a sphere or cube)
-
 * instantiating a prefab that contains a model (see [Use prefabs](../game-studio/prefabs/use-prefabs.md))
 * instantiating a prefab that contains a model (see [Use prefabs](../game-studio/prefabs/use-prefabs.md))
 
 
 ## Create a model from an asset
 ## Create a model from an asset
@@ -21,17 +19,17 @@ You can create models in scripts at runtime. You can do this in several differen
 
 
     ```cs
     ```cs
     // Create a new entity and add it to the scene.
     // Create a new entity and add it to the scene.
-	var entity = new Entity();
-	SceneSystem.SceneInstance.RootScene.Entities.Add(entity);
-
+    var entity = new Entity();
+    SceneSystem.SceneInstance.RootScene.Entities.Add(entity);
+  
     // Add a model included in the game files.
     // Add a model included in the game files.
-	var modelComponent = entity.GetOrCreate<ModelComponent>();
-	modelComponent.Model = Content.Load<Model>("MyFolder/MyModel");
+    var modelComponent = entity.GetOrCreate<ModelComponent>();
+    modelComponent.Model = Content.Load<Model>("MyFolder/MyModel");
     ```
     ```
-
-    >[!Tip]
-    >To find the model's asset URL, in the **Asset View**, move the mouse over the model.
-    >![(Get asset URL](media/get-asset-url.png)
+  
+    > [!Tip]
+    > To find the model's asset URL, in the **Asset View**, move the mouse over the model.
+    > ![(Get asset URL](media/get-asset-url.png)
 
 
 3. Add the script as a **script component** to any entity in the scene. It doesn't matter which entity you use. For instructions, see [Use a script](use-a-script.md).
 3. Add the script as a **script component** to any entity in the scene. It doesn't matter which entity you use. For instructions, see [Use a script](use-a-script.md).
 
 
@@ -105,7 +103,7 @@ You can create models in scripts at runtime. You can do this in several differen
         { 
         { 
             /* Vertex buffer and index buffer setup */ 
             /* Vertex buffer and index buffer setup */ 
             PrimitiveType = Stride.Graphics.PrimitiveType.TriangleList,
             PrimitiveType = Stride.Graphics.PrimitiveType.TriangleList,
-            DrawCount = indicies.Length,
+            DrawCount = indices.Length,
             IndexBuffer = new IndexBufferBinding(indexBuffer, true, indices.Length),
             IndexBuffer = new IndexBufferBinding(indexBuffer, true, indices.Length),
             VertexBuffers = new[] { new VertexBufferBinding(vertexBuffer, 
             VertexBuffers = new[] { new VertexBufferBinding(vertexBuffer, 
                                       VertexPositionTexture.Layout, vertexBuffer.ElementCount) },
                                       VertexPositionTexture.Layout, vertexBuffer.ElementCount) },
@@ -116,8 +114,8 @@ You can create models in scripts at runtime. You can do this in several differen
     ```
     ```
 
 
 
 
->[!Note]
->For more information about how to set up vertex and index buffers, see [Drawing vertices](../graphics/low-level-api/draw-vertices.md).
+> [!Note]
+> For more information about how to set up vertex and index buffers, see [Drawing vertices](../graphics/low-level-api/draw-vertices.md).
 
 
 Finally, you need to give the model one or more materials. There are two ways to do this.
 Finally, you need to give the model one or more materials. There are two ways to do this.
 
 
@@ -145,18 +143,18 @@ Finally, you need to give the model one or more materials. There are two ways to
 For example:
 For example:
 
 
 ```cs
 ```cs
-    // Create a material (eg with red diffuse color).
-    var materialDescription = new MaterialDescriptor
-    {
-        Attributes =
-	    {
-	        DiffuseModel = new MaterialDiffuseLambertModelFeature(),
-	        Diffuse = new MaterialDiffuseMapFeature(new ComputeColor { Key = MaterialKeys.DiffuseValue })
-	    }
-    };
-    var material = Material.New(GraphicsDevice, materialDescription);
-    material.Parameters[0].Set(MaterialKeys.DiffuseValue, Color.Red);
-    model.Materials.Add(0, material);
+// Create a material (eg with red diffuse color).
+var materialDescription = new MaterialDescriptor
+{
+    Attributes =
+	{
+	    DiffuseModel = new MaterialDiffuseLambertModelFeature(),
+	    Diffuse = new MaterialDiffuseMapFeature(new ComputeColor { Key = MaterialKeys.DiffuseValue })
+	}
+};
+var material = Material.New(GraphicsDevice, materialDescription);
+material.Parameters[0].Set(MaterialKeys.DiffuseValue, Color.Red);
+model.Materials.Add(0, material);
 ```
 ```
 
 
 ## See also
 ## See also