rendered paste body /// 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);
}
}