Beispiel #1
0
        public static void OnRenderFloor()
        {
            float s = 10.0f, t = 10.0f;
            float e = 30.0f;

            GL.PushAttrib(AttribMask.AllAttribBits);

            GL.Disable(EnableCap.CullFace);
            GL.Disable(EnableCap.Blend);
            GL.Disable(EnableCap.Lighting);
            GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
            GL.PolygonMode(MaterialFace.Back, PolygonMode.Fill);

            //So that the model clips with the floor
            GL.Enable(EnableCap.DepthTest);
            GL.Enable(EnableCap.Texture2D);
            GL.MatrixMode(MatrixMode.Texture);
            GL.LoadIdentity();

            GLTexture bgTex = TKContext.FindOrCreate("TexBG", GLTexturePanel.CreateBG);

            bgTex.Bind();

            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter,
                            (int)TextureMinFilter.Nearest);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter,
                            (int)TextureMagFilter.Nearest);

            GL.Color4(_floorHue);

            GL.Begin(BeginMode.Quads);

            GL.TexCoord2(0.0f, 0.0f);
            GL.Vertex3(-e, 0.0f, -e);
            GL.TexCoord2(s, 0.0f);
            GL.Vertex3(e, 0.0f, -e);
            GL.TexCoord2(s, t);
            GL.Vertex3(e, 0.0f, e);
            GL.TexCoord2(0.0f, t);
            GL.Vertex3(-e, 0.0f, e);

            GL.End();

            GL.Disable(EnableCap.Texture2D);

            GL.PopAttrib();
        }
Beispiel #2
0
        private unsafe void modelPanel1_PreRender(object sender, TKContext ctx)
        {
            if (RenderFloor)
            {
                GLTexture _bgTex = ctx.FindOrCreate <GLTexture>("TexBG", GLTexturePanel.CreateBG);

                float s = 10.0f, t = 10.0f;
                float e = 30.0f;

                GL.Disable(EnableCap.CullFace);
                GL.Disable(EnableCap.Blend);
                GL.Disable(EnableCap.Lighting);
                GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
                GL.PolygonMode(MaterialFace.Back, PolygonMode.Fill);

                GL.Enable(EnableCap.Texture2D);

                GL.Color4(StaticMainWindow._floorHue);

                _bgTex.Bind();

                GL.Begin(BeginMode.Quads);

                GL.TexCoord2(0.0f, 0.0f);
                GL.Vertex3(-e, 0.0f, -e);
                GL.TexCoord2(s, 0.0f);
                GL.Vertex3(e, 0.0f, -e);
                GL.TexCoord2(s, t);
                GL.Vertex3(e, 0.0f, e);
                GL.TexCoord2(0, t);
                GL.Vertex3(-e, 0.0f, e);

                GL.End();

                GL.Disable(EnableCap.Texture2D);
            }

            Attributes.PreRender();
        }
Beispiel #3
0
        protected internal unsafe override void OnRender(TKContext ctx, PaintEventArgs e)
        {
            GLTexture _bgTex = ctx.FindOrCreate <GLTexture>("TexBG", CreateBG);

            _bgTex.Bind();

            //Draw BG
            float s = (float)Width / (float)_bgTex.Width, t = (float)Height / (float)_bgTex.Height;

            GL.Begin(BeginMode.Quads);

            GL.TexCoord2(0.0f, 0.0f);
            GL.Vertex2(0.0f, 0.0f);
            GL.TexCoord2(s, 0.0f);
            GL.Vertex2(1.0, 0.0f);
            GL.TexCoord2(s, t);
            GL.Vertex2(1.0, 1.0);
            GL.TexCoord2(0, t);
            GL.Vertex2(0.0f, 1.0);

            GL.End();

            //Draw texture
            if ((_currentTexture != null) && (_currentTexture._texId != 0))
            {
                float  tAspect = (float)_currentTexture.Width / _currentTexture.Height;
                float  wAspect = (float)Width / Height;
                float *points  = stackalloc float[8];

                if (tAspect > wAspect) //Texture is wider, use horizontal fit
                {
                    points[0] = points[6] = 0.0f;
                    points[2] = points[4] = 1.0f;

                    points[1] = points[3] = ((Height - ((float)Width / _currentTexture.Width * _currentTexture.Height))) / Height / 2.0f;
                    points[5] = points[7] = 1.0f - points[1];
                }
                else
                {
                    points[1] = points[3] = 0.0f;
                    points[5] = points[7] = 1.0f;

                    points[0] = points[6] = (Width - ((float)Height / _currentTexture.Height * _currentTexture.Width)) / Width / 2.0f;
                    points[2] = points[4] = 1.0f - points[0];
                }

                GL.BindTexture(TextureTarget.Texture2D, _currentTexture._texId);

                GL.Begin(BeginMode.Quads);

                GL.TexCoord2(0.0f, 0.0f);
                GL.Vertex2(&points[0]);
                GL.TexCoord2(1.0f, 0.0f);
                GL.Vertex2(&points[2]);
                GL.TexCoord2(1.0f, 1.0f);
                GL.Vertex2(&points[4]);
                GL.TexCoord2(0.0f, 1.0f);
                GL.Vertex2(&points[6]);

                GL.End();
            }
        }
Beispiel #4
0
        public void Render(bool targetModel, ModelPanelViewport viewport, Vector3 parentPos = new Vector3())
        {
            if (!_render)
            {
                return;
            }

            //Draw name if selected
            if (_nodeColor != Color.Transparent && viewport != null)
            {
                Vector3 screenPos = viewport.Camera.Project(_frameMatrix.GetPoint());
                viewport.ScreenText[Name] = new Vector3(screenPos._x, screenPos._y - 9.0f, screenPos._z);
            }

            float alpha = targetModel ? 1.0f : 0.45f;

            //Set bone line color
            if (_boneColor != Color.Transparent)
            {
                GL.Color4(_boneColor.R / 255.0f, _boneColor.G / 255.0f, _boneColor.B / 255.0f, alpha);
            }
            else
            {
                GL.Color4(targetModel ? DefaultLineColor : DefaultLineDeselectedColor);
            }

            //Draw bone line
            Vector3 currentPos = _frameMatrix.GetPoint();

            GL.Begin(BeginMode.Lines);
            GL.Vertex3((float *)&parentPos);
            GL.Vertex3((float *)&currentPos);
            GL.End();

            //Set bone orb color
            if (_nodeColor != Color.Transparent)
            {
                GL.Color4(_nodeColor.R / 255.0f, _nodeColor.G / 255.0f, _nodeColor.B / 255.0f, alpha);
            }
            else
            {
                GL.Color4(DefaultNodeColor.R / 255.0f, DefaultNodeColor.G / 255.0f, DefaultNodeColor.B / 255.0f, alpha);
            }

            //Draw bone orb
            GL.PushMatrix();

            bool   ignoreBoneScale = true;
            bool   scaleBones      = viewport != null && viewport._renderAttrib._scaleBones;
            Matrix transform       = _frameMatrix;

            if (ignoreBoneScale)
            {
                transform = Matrix.TranslationMatrix(currentPos) *
                            _frameMatrix.GetRotationMatrix() *
                            Matrix.ScaleMatrix(new Vector3(1.0f));
            }

            if (viewport._renderAttrib._renderBonesAsPoints)
            {
                GL.MultMatrix((float *)&transform);

                if (!scaleBones)
                {
                    GL.PointSize(1.0f / (ModelEditorBase.OrbRadius(this, viewport.Camera)) * 10.0f);
                }
                else
                {
                    GL.PointSize(10.0f);
                }

                GL.Enable(EnableCap.PointSmooth);
                GL.Begin(BeginMode.Points);
                GL.Vertex3(0, 0, 0);
                GL.End();
            }
            else
            {
                if (scaleBones)
                {
                    transform.Scale(new Vector3(ModelEditorBase.OrbRadius(this, viewport.Camera)));
                }

                GL.MultMatrix((float *)&transform);

                //Orb
                TKContext.FindOrCreate <GLDisplayList>("BoneNodeOrb", CreateNodeOrb).Call();

                //Axes
                DrawNodeOrients(alpha);
            }

            GL.PopMatrix();

            //Render children
            foreach (MDL0BoneNode n in Children)
            {
                n.Render(targetModel, viewport, currentPos);
            }
        }
        protected internal unsafe override void OnRender(TKContext ctx, PaintEventArgs e)
        {
            GLTexture _bgTex = ctx.FindOrCreate<GLTexture>("TexBG", CreateBG);
            _bgTex.Bind();

            //Draw BG
            float s = (float)Width / (float)_bgTex.Width, t = (float)Height / (float)_bgTex.Height;

            GL.Begin(BeginMode.Quads);

            GL.TexCoord2(0.0f, 0.0f);
            GL.Vertex2(0.0f, 0.0f);
            GL.TexCoord2(s, 0.0f);
            GL.Vertex2(1.0, 0.0f);
            GL.TexCoord2(s, t);
            GL.Vertex2(1.0, 1.0);
            GL.TexCoord2(0, t);
            GL.Vertex2(0.0f, 1.0);

            GL.End();

            //Draw texture
            if ((_currentTexture != null) && (_currentTexture._texId != 0))
            {
                float tAspect = (float)_currentTexture.Width / _currentTexture.Height;
                float wAspect = (float)Width / Height;
                float* points = stackalloc float[8];

                if (tAspect > wAspect) //Texture is wider, use horizontal fit
                {
                    points[0] = points[6] = 0.0f;
                    points[2] = points[4] = 1.0f;

                    points[1] = points[3] = ((Height - ((float)Width / _currentTexture.Width * _currentTexture.Height))) / Height / 2.0f;
                    points[5] = points[7] = 1.0f - points[1];
                }
                else
                {
                    points[1] = points[3] = 0.0f;
                    points[5] = points[7] = 1.0f;

                    points[0] = points[6] = (Width - ((float)Height / _currentTexture.Height * _currentTexture.Width)) / Width / 2.0f;
                    points[2] = points[4] = 1.0f - points[0];
                }

                GL.BindTexture(TextureTarget.Texture2D, _currentTexture._texId);

                GL.Begin(BeginMode.Quads);

                GL.TexCoord2(0.0f, 0.0f);
                GL.Vertex2(&points[0]);
                GL.TexCoord2(1.0f, 0.0f);
                GL.Vertex2(&points[2]);
                GL.TexCoord2(1.0f, 1.0f);
                GL.Vertex2(&points[4]);
                GL.TexCoord2(0.0f, 1.0f);
                GL.Vertex2(&points[6]);

                GL.End();
            }
        }
        public void Render(GLCamera cam, bool renderBG)
        {
            cam.LoadProjection();

            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
            GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
            GL.Color4(Color.White);
            GL.Enable(EnableCap.Texture2D);

            float
                halfW = (float)Width / 2.0f,
                halfH = (float)Height / 2.0f;

            GL.MatrixMode(MatrixMode.Modelview);
            GL.LoadIdentity();
            GL.MatrixMode(MatrixMode.Texture);
            GL.LoadIdentity();

            if (renderBG)
            {
                GL.PushAttrib(AttribMask.TextureBit);

                GLTexture bgTex = TKContext.FindOrCreate <GLTexture>("TexBG", GLTexturePanel.CreateBG);
                bgTex.Bind();

                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);

                float
                    s = (float)Width / (float)bgTex.Width,
                    t = (float)Height / (float)bgTex.Height;

                GL.Begin(BeginMode.Quads);

                GL.TexCoord2(0.0f, 0.0f);
                GL.Vertex2(-halfW, -halfH);
                GL.TexCoord2(s, 0.0f);
                GL.Vertex2(halfW, -halfH);
                GL.TexCoord2(s, t);
                GL.Vertex2(halfW, halfH);
                GL.TexCoord2(0.0f, t);
                GL.Vertex2(-halfW, halfH);

                GL.End();

                GL.PopAttrib();
            }

            if (Tex0 == null)
            {
                return;
            }
            Tex0.Prepare(_targetMatRef, -1);
            GLTexture texture = GLTex;

            if (texture == null || texture._texId <= 0)
            {
                return;
            }

            MDL0TextureNode.ApplyGLTextureParameters(_targetMatRef);

            //These are used to match up the UV overlay to the texture underneath
            Vector2 topLeft     = new Vector2();
            Vector2 bottomRight = new Vector2();

            float texWidth  = texture.Width;
            float texHeight = texture.Height;

            float tAspect = (float)texWidth / texHeight;
            float wAspect = (float)Width / Height;

            float[] texCoord = new float[8];

            //These are used to compensate for padding added on an axis
            float xCorrect = 1.0f, yCorrect = 1.0f;

            if (tAspect > wAspect)
            {
                //Texture is wider, use horizontal fit
                //X touches the edges of the window, Y has top and bottom padding

                //X
                texCoord[0] = texCoord[6] = 0.0f;
                texCoord[2] = texCoord[4] = 1.0f;

                //Y
                texCoord[1] = texCoord[3] = (yCorrect = tAspect / wAspect) / 2.0f + 0.5f;
                texCoord[5] = texCoord[7] = 1.0f - texCoord[1];

                bottomRight = new Vector2(halfW, (((float)Height - ((float)Width / texWidth * texHeight)) / (float)Height / 2.0f - 0.5f) * (float)Height);
                topLeft     = new Vector2(-halfW, -bottomRight._y);
            }
            else
            {
                //Window is wider, use vertical fit
                //Y touches the edges of the window, X has left and right padding

                //Y
                texCoord[1] = texCoord[3] = 1.0f;
                texCoord[5] = texCoord[7] = 0.0f;

                //X
                texCoord[2] = texCoord[4] = (xCorrect = wAspect / tAspect) / 2.0f + 0.5f;
                texCoord[0] = texCoord[6] = 1.0f - texCoord[2];

                bottomRight = new Vector2(1.0f - (((float)Width - ((float)Height / texHeight * texWidth)) / Width / 2.0f - 0.5f) * (float)Width, -halfH);
                topLeft     = new Vector2(-bottomRight._x, halfH);
            }

            //Apply the texcoord bind transform first
            TextureFrameState state = _targetMatRef._bindState;

            GL.MultMatrix((float *)&state._transform);

            //Translate the texture coordinates to match where the user dragged the camera
            //Divide by width and height to convert window units (0 to w, 0 to h) to texcoord units (0 to 1)
            //Then multiply by the correction value if the window is bigger than the texture on an axis
            Vector3 point = cam.GetPoint();

            GL.Translate(point._x / Width * xCorrect, -point._y / Height * yCorrect, 0);

            //Now to scale the texture after translating.
            //The scale origin is the top left of the texture on the window (not of the window itself),
            //so we need to translate the center of the texture to that origin,
            //scale it up or down, then translate it back to where it was.
            OpenTK.Vector3 trans = new OpenTK.Vector3(-topLeft._x / Width * xCorrect, topLeft._y / Height * yCorrect, 0.0f);
            GL.Translate(trans);
            GL.Scale((OpenTK.Vector3)cam._scale);
            GL.Translate(-trans);

            //Bind the material ref's texture
            GL.BindTexture(TextureTarget.Texture2D, texture._texId);

            //Draw a quad across the screen and render the texture with the calculated texcoords
            GL.Begin(BeginMode.Quads);

            GL.TexCoord2(texCoord[0], texCoord[1]);
            GL.Vertex2(-halfW, -halfH);
            GL.TexCoord2(texCoord[2], texCoord[3]);
            GL.Vertex2(halfW, -halfH);
            GL.TexCoord2(texCoord[4], texCoord[5]);
            GL.Vertex2(halfW, halfH);
            GL.TexCoord2(texCoord[6], texCoord[7]);
            GL.Vertex2(-halfW, halfH);

            GL.End();
            GL.Disable(EnableCap.Texture2D);

            //Now load the camera transform and draw the UV overlay over the texture
            cam.LoadModelView();

            //Color the lines limegreen, a bright color that probably won't be in a texture
            GL.Color4(Color.LimeGreen);

            Vector2 mdlScale = new Vector2(bottomRight._x - topLeft._x, bottomRight._y - topLeft._y);

            GL.Translate(topLeft._x, topLeft._y, 0.0f);
            GL.Scale(mdlScale._x, mdlScale._y, 1.0f);

            GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
            GL.LineWidth(1);

            //Render texture coordinates as vertex points
            foreach (RenderInfo info in _renderInfo)
            {
                info.PrepareStream();
            }
        }
Beispiel #7
0
        internal unsafe void Render(TKContext ctx, ModelPanel mainWindow)
        {
            if (!_render)
            {
                return;
            }

            if (_boneColor != Color.Transparent)
            {
                GL.Color4(_boneColor.R / 255.0f, _boneColor.G / 255.0f, _boneColor.B / 255.0f, 1.0f);
            }
            else
            {
                GL.Color4(DefaultBoneColor.R / 255.0f, DefaultBoneColor.G / 255.0f, DefaultBoneColor.B / 255.0f, 1.0f);
            }

            //GL.LineWidth(1.0f);

            //Draw name if selected
            if (mainWindow != null && _nodeColor != Color.Transparent)
            {
                Vector3 pt = _frameMatrix.GetPoint();
                Vector3 v2 = mainWindow.Project(pt);
                mainWindow.ScreenText[Name] = new Vector3(v2._x, v2._y - 9.0f, v2._z);
            }

            Vector3 v1 = (_parent == null || !(_parent is MDL0BoneNode)) ? new Vector3(0.0f) : ((MDL0BoneNode)_parent)._frameMatrix.GetPoint();
            Vector3 v  = _frameMatrix.GetPoint();

            GL.Begin(BeginMode.Lines);

            GL.Vertex3((float *)&v1);
            GL.Vertex3((float *)&v);

            GL.End();

            GL.PushMatrix();

            fixed(Matrix *m = &_frameMatrix)
            GL.MultMatrix((float *)m);

            //Render node
            GLDisplayList ndl = ctx.FindOrCreate <GLDisplayList>("BoneNodeOrb", CreateNodeOrb);

            if (_nodeColor != Color.Transparent)
            {
                GL.Color4(_nodeColor.R / 255.0f, _nodeColor.G / 255.0f, _nodeColor.B / 255.0f, 1.0f);
            }
            else
            {
                GL.Color4(DefaultNodeColor.R / 255.0f, DefaultNodeColor.G / 255.0f, DefaultNodeColor.B / 255.0f, 1.0f);
            }

            ndl.Call();

            DrawNodeOrients();

            if (BillboardSetting != 0 && mainWindow != null)
            {
                Vector3 center = _frameMatrix.GetPoint();
                Vector3 cam    = mainWindow._camera.GetPoint();
                Matrix  m2     = new Matrix();
                Vector3 scale  = new Vector3(1);
                Vector3 rot    = new Vector3();
                Vector3 trans  = new Vector3();

                if (BillboardSetting == BillboardFlags.PerspectiveSTD)
                {
                    rot = center.LookatAngles(cam) * Maths._rad2degf;
                }

                m2 = Matrix.TransformMatrix(scale, rot, trans);
                GL.PushMatrix();
                GL.MultMatrix((float *)&m2);
            }

            if (BillboardSetting != 0 && mainWindow != null)
            {
                GL.PopMatrix();
            }

            GL.PopMatrix();

            //Render children
            foreach (MDL0BoneNode n in Children)
            {
                n.Render(ctx, mainWindow);
            }
        }
Beispiel #8
0
        public static unsafe void RenderBGTexture(int width, int height, GLTexture texture, ref float[] points)
        {
            GLTexture bgTex = TKContext.FindOrCreate <GLTexture>("TexBG", CreateBG);

            bgTex.Bind();

            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);

            //Draw BG
            float s = (float)width / (float)bgTex.Width, t = (float)height / (float)bgTex.Height;

            GL.Begin(BeginMode.Quads);

            GL.TexCoord2(0.0f, 0.0f);
            GL.Vertex2(0.0f, 0.0f);
            GL.TexCoord2(s, 0.0f);
            GL.Vertex2(1.0, 0.0f);
            GL.TexCoord2(s, t);
            GL.Vertex2(1.0, 1.0);
            GL.TexCoord2(0, t);
            GL.Vertex2(0.0f, 1.0);

            GL.End();

            //Draw texture
            if ((texture != null) && (texture._texId != 0))
            {
                float tAspect = (float)texture.Width / texture.Height;
                float wAspect = (float)width / height;

                if (tAspect > wAspect) //Texture is wider, use horizontal fit
                {
                    points[0] = points[6] = 0.0f;
                    points[2] = points[4] = 1.0f;

                    points[1] = points[3] = ((height - ((float)width / texture.Width * texture.Height))) / height / 2.0f;
                    points[5] = points[7] = 1.0f - points[1];
                }
                else
                {
                    points[1] = points[3] = 0.0f;
                    points[5] = points[7] = 1.0f;

                    points[0] = points[6] = (width - ((float)height / texture.Height * texture.Width)) / width / 2.0f;
                    points[2] = points[4] = 1.0f - points[0];
                }

                GL.BindTexture(TextureTarget.Texture2D, texture._texId);

                GL.Begin(BeginMode.Quads);

                GL.TexCoord2(0.0f, 0.0f);
                GL.Vertex2(points[0], points[1]);
                GL.TexCoord2(1.0f, 0.0f);
                GL.Vertex2(points[2], points[3]);
                GL.TexCoord2(1.0f, 1.0f);
                GL.Vertex2(points[4], points[5]);
                GL.TexCoord2(0.0f, 1.0f);
                GL.Vertex2(points[6], points[7]);

                GL.End();
            }
        }
        private unsafe void modelPanel1_PreRender(object sender, TKContext ctx)
        {
            if (RenderFloor)
            {
                GLTexture _bgTex = ctx.FindOrCreate<GLTexture>("TexBG", GLTexturePanel.CreateBG);

                float s = 10.0f, t = 10.0f;
                float e = 30.0f;

                GL.Disable(EnableCap.CullFace);
                GL.Disable(EnableCap.Blend);
                GL.Disable(EnableCap.Lighting);
                GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
                GL.PolygonMode(MaterialFace.Back, PolygonMode.Fill);

                GL.Enable(EnableCap.Texture2D);

                _bgTex.Bind();

                GL.Color4(StaticMainWindow._floorHue);

                GL.Begin(BeginMode.Quads);

                GL.TexCoord2(0.0f, 0.0f);
                GL.Vertex3(-e, 0.0f, -e);
                GL.TexCoord2(s, 0.0f);
                GL.Vertex3(e, 0.0f, -e);
                GL.TexCoord2(s, t);
                GL.Vertex3(e, 0.0f, e);
                GL.TexCoord2(0, t);
                GL.Vertex3(-e, 0.0f, e);

                GL.End();

                GL.Disable(EnableCap.Texture2D);
            }
        }
        internal unsafe void Render(TKContext ctx, ModelPanel mainWindow)
        {
            if (!_render)
                return;

            if (_boneColor != Color.Transparent)
                GL.Color4(_boneColor.R / 255.0f, _boneColor.G / 255.0f, _boneColor.B / 255.0f, 1.0f);
            else
                GL.Color4(DefaultBoneColor.R / 255.0f, DefaultBoneColor.G / 255.0f, DefaultBoneColor.B / 255.0f, 1.0f);

            //GL.LineWidth(1.0f);

            //Draw name if selected
            if (mainWindow != null && _nodeColor != Color.Transparent)
            {
                Vector3 pt = _frameMatrix.GetPoint();
                Vector3 v2 = mainWindow.Project(pt);
                mainWindow.ScreenText[Name] = new Vector3(v2._x, v2._y - 9.0f, v2._z);
            }

            Vector3 v1 = (_parent == null || !(_parent is MDL0BoneNode)) ? new Vector3(0.0f) : ((MDL0BoneNode)_parent)._frameMatrix.GetPoint();
            Vector3 v = _frameMatrix.GetPoint();

            GL.Begin(BeginMode.Lines);

            GL.Vertex3((float*)&v1);
            GL.Vertex3((float*)&v);

            GL.End();

            GL.PushMatrix();

            fixed (Matrix* m = &_frameMatrix)
                GL.MultMatrix((float*)m);

            //Render node
            GLDisplayList ndl = ctx.FindOrCreate<GLDisplayList>("BoneNodeOrb", CreateNodeOrb);
            if (_nodeColor != Color.Transparent)
                GL.Color4(_nodeColor.R / 255.0f, _nodeColor.G / 255.0f, _nodeColor.B / 255.0f, 1.0f);
            else
                GL.Color4(DefaultNodeColor.R / 255.0f, DefaultNodeColor.G / 255.0f, DefaultNodeColor.B / 255.0f, 1.0f);

            ndl.Call();

            DrawNodeOrients();

            if (BillboardSetting != 0 && mainWindow != null)
            {
                Vector3 center = _frameMatrix.GetPoint();
                Vector3 cam = mainWindow._camera.GetPoint();
                Matrix m2 = new Matrix();
                Vector3 scale = new Vector3(1);
                Vector3 rot = new Vector3();
                Vector3 trans = new Vector3();

                if (BillboardSetting == BillboardFlags.PerspectiveSTD)
                    rot = center.LookatAngles(cam) * Maths._rad2degf;

                m2 = Matrix.TransformMatrix(scale, rot, trans);
                GL.PushMatrix();
                GL.MultMatrix((float*)&m2);
            }

            if (BillboardSetting != 0 && mainWindow != null)
                GL.PopMatrix();

            GL.PopMatrix();

            //Render children
            foreach (MDL0BoneNode n in Children)
                n.Render(ctx, mainWindow);
        }