Updated GeometricPrimitive (markdown)

Chuck Walbourn 2017-12-13 22:50:01 -08:00
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@ -96,7 +96,7 @@ The **Draw** operation will only set up a texture sampler in slot 0. If you are
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> GeometricPrimitive shapes define a single set of texture coordinates, which works well with [[BasicEffect]],
[[EnvironmentMapEffect]], or [[PBREffect]]. They don't include two sets of texture coordinates, so you can't use them with [[DualTextureEffect]]. They do not include tangents or bi-normals, so they don't work with [[DGSLEffect]]. They don't include skinning weights and bone indices, so they aren't suited for use with [[SkinnedEffect]].
[[EnvironmentMapEffect]], [[NormalMapEffect]], or [[PBREffect]]. They don't include two sets of texture coordinates, so you can't use them with [[DualTextureEffect]]. They do not include tangents or bi-normals, so they don't work with [[DGSLEffect]]. They don't include skinning weights and bone indices, so they aren't suited for use with [[SkinnedEffect]].
# Coordinate systems
These geometric primitives (based on the XNA Game Studio conventions) use right-handed coordinates. They can be used with left-handed coordinates by setting the _rhcoords_ parameter on the factory methods to 'false' to reverse the winding ordering (the parameter defaults to 'true').