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[TUBE ALGO]
/*
* Tube vertices are ordered as follows (as a TriangleStrip):
*
* [Top]
* 1 3 5
* | | |
* | | |
* 0 2 4 etc.
* [Bottom]
*
*/
for (int i = 0; i < Sides + 1; i++)
{
double theta = (2 * Math.PI * i) / Sides;
// Create and store the vertices in local space coordinates (Use World_Transform when drawing)
Vector3 vertex_Position = new Vector3((float)Math.Sin(theta), -1.0f, (float)Math.Cos(theta));
// [Bottom] polygon end of tube
Vertices[2 * i + 0] = new VertexPositionColorTexture(vertex_Position, Colour, new Vector2((float)i / Sides, 1.0f));
// [Top] polygon end of tube
vertex_Position.Y = 1.0f;
Vertices[2 * i + 1] = new VertexPositionColorTexture(vertex_Position, Colour, new Vector2((float)i / Sides, (float)0.0f));
}
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