Beispiel #1
0
        private void CompositionTarget_Rendering(object sender, EventArgs e)
        {
            OnUpdate();

            OnRender();

            // Set the BackBuffer to Present the results
            backBufferView.SetToDevice();

            // Draw a Quad usign the render as a texture
            editorEngine.Device.DrawQuad(renderRenderTarget.Texture);

            /* Invalidate our D3DImage */
            InvalidateD3DImage();
        }
        void UpdateAndRender()
        {
            OnUpdate();

            OnRender();

            // Set the BackBuffer to Present the results
            backBufferView.SetToDevice();

            // Draw a Quad usign the render as a texture
            editorEngine.Device.DrawQuad(renderRenderTarget.Texture);

            /* Invalidate our D3DImage */
            InvalidateD3DImage();
        }
Beispiel #3
0
        /// <summary>
        /// This is the Render method
        /// </summary>
        private void OnRender()
        {
            // Set this renderView for rendering
            renderView.SetToDevice();

            // Fill it whith a Red color
            renderRenderTarget.Clear(1, 0, 0, 1);

            // We need to update the camera each frame

            camera.UpdateProjection(renderView.RenderTarget.Width, renderView.RenderTarget.Height);

            // Draw the scene
            scene.Draw(camera);
        }
        /// <summary>
        /// This is the Render method
        /// </summary>
        private void OnRender()
        {
            // Set this renderView for rendering
            renderView.SetToDevice();

            // Fill it whith a green color and Clear Depth with 1 and stencil 0
            renderView.Clear(0, 1, 0, 1);

            // Draw the scene
            scene.Draw(camera);

            /*
             * AIOEngine.MathSpace.Vector3[] lines=mesh.Mesh.BoundingBox.ToRenderLines();
             *
             * editorEngine.DrawLines(lines,new AIOEngine.MathSpace.Vector4(1,0,0,1),ref node.WorldMatrix,ref camera.View,ref camera.Projection);
             *
             * VerticesVector3Indices result=mesh.Mesh.BoundingSphere.ToRenderLines(15);
             *
             * editorEngine.DrawLines(result.Vertices,result.Indices, new AIOEngine.MathSpace.Vector4(1, 0, 0, 1), ref node.WorldMatrix, ref camera.View, ref camera.Projection);
             */
        }