#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2016 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
namespace Microsoft.Xna.Framework.Graphics
{
public sealed class ModelMeshPart
{
#region Public Properties
///
/// Gets or sets the material Effect for this mesh part.
///
public Effect Effect
{
get
{
return INTERNAL_effect;
}
set
{
if (value == INTERNAL_effect)
{
return;
}
if (INTERNAL_effect != null)
{
// First check to see any other parts are also using this effect.
bool removeEffect = true;
foreach (ModelMeshPart part in parent.MeshParts)
{
if (part != this && part.INTERNAL_effect == INTERNAL_effect)
{
removeEffect = false;
break;
}
}
if (removeEffect)
{
parent.Effects.Remove(INTERNAL_effect);
}
}
// Set the new effect.
INTERNAL_effect = value;
parent.Effects.Add(value);
}
}
///
/// Gets the index buffer for this mesh part.
///
public IndexBuffer IndexBuffer
{
get;
internal set;
}
///
/// Gets the number of vertices used during a draw call.
///
public int NumVertices
{
get;
internal set;
}
///
/// Gets the number of primitives to render.
///
public int PrimitiveCount
{
get;
internal set;
}
///
/// Gets the location in the index array at which to start reading vertices.
///
public int StartIndex
{
get;
internal set;
}
///
/// Gets or sets an object identifying this model mesh part.
///
public object Tag
{
get;
set;
}
///
/// Gets the vertex buffer for this mesh part.
///
public VertexBuffer VertexBuffer
{
get;
internal set;
}
///
/// Gets the offset (in vertices) from the top of vertex buffer.
///
public int VertexOffset
{
get;
internal set;
}
#endregion
#region Internal Variables
internal ModelMesh parent;
#endregion
#region Private Variables
private Effect INTERNAL_effect;
#endregion
}
}