All pastes #224607 Raw Edit

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#224607 ·published 2006-10-27 14:09 UTC
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             /// VERTEX SETUP

            Vertexbuffer.Push(new Vector3(10.0f, 10.0f, 10.0f), out full);
            Vertexbuffer.Push(new Vector3(-10.0f, 10.0f, 10.0f), out full);
            Vertexbuffer.Push(new Vector3(10.0f, -10.0f, 10.0f), out full);

            Vertexbuffer.Push(new Vector3(-10.0f, -10.0f, 10.0f), out full);
            Vertexbuffer.Push(new Vector3(10.0f, -10.0f, 10.0f), out full);
            Vertexbuffer.Push(new Vector3(-10.0f, 10.0f, 10.0f), out full);

            Vertexbuffer.Push(new Vector3(10.0f, 10.0f, -10.0f), out full);
            Vertexbuffer.Push(new Vector3(-10.0f, 10.0f, -10.0f), out full);
            Vertexbuffer.Push(new Vector3(10.0f, -10.0f, -10.0f), out full);

            Vertexbuffer.Push(new Vector3(-10.0f, -10.0f, -10.0f), out full);
            Vertexbuffer.Push(new Vector3(10.0f, -10.0f, -10.0f), out full);
            Vertexbuffer.Push(new Vector3(-10.0f, 10.0f, -10.0f), out full);

             /// .... VERTEX TRANSFORMATION
        public Matrix m_Mat = Matrix.LookAtLH(new Vector3(100.0f, 100.0f, 100.0f), Vector3.Empty, new Vector3(0.0f, 1.0f, 0.0f)) * Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, 800.0f / 600.0f, 1.0f, 1000.0f);

                Vector3 outvert = Vector3.TransformCoordinate(element, VertexUnit.m_WorldMat * VertexUnit.m_Mat);

             /// VERTEX RASTERIZATION ENTRANCE:
            InputType[] inputObj = new InputType[3];
            int elementCount = 0;

            while (m_InputQueue.Pop(out inputObj[elementCount]))
            {
                elementCount++;
                elementCount = elementCount % 3;
                if (elementCount == 0)
                {
                    m_Processor(inputObj);
                }
            }