public TestSpriteClassState(TextureManager textureManager) { m_TextureManager = textureManager; m_TestSprite.Texture = m_TextureManager.GetTexture("face_alpha"); m_TestSprite.SetHeight(256 * 0.5f); m_TestSprite.SetPosition(360.0f, -360.0f); m_TestSprite2.Texture = m_TextureManager.GetTexture("face_alpha"); m_TestSprite2.SetPosition(210.0f, -210.0f); m_TestSprite2.SetColor(new Color(1.0f, 0.0f, 0.0f, 1.0f)); }
public void Draw() { Texture texture = m_TextureManager.GetTexture("face_alpha"); Gl.glEnable(Gl.GL_TEXTURE_2D); Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture.Id); Gl.glEnable(Gl.GL_BLEND); Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA); //Gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //Gl.glClear(Gl.GL_COLOR_BUFFER_BIT); float topUV = 0, bottomUV = 1, leftUV = 0, rightUV = 1, red = 1, green = 0, blue = 0, alpha = 1; Gl.glBegin(Gl.GL_TRIANGLES); Gl.glColor4f(red, green, blue, alpha); Gl.glTexCoord2f(leftUV, topUV); Gl.glVertex3f(m_X - m_HalfWidth, m_Y + m_HalfHeight, m_Z); Gl.glTexCoord2f(rightUV, topUV); Gl.glVertex3f(m_X + m_HalfWidth, m_Y + m_HalfHeight, m_Z); Gl.glTexCoord2f(leftUV, bottomUV); Gl.glVertex3f(m_X - m_HalfWidth, m_Y - m_HalfHeight, m_Z); Gl.glTexCoord2f(rightUV, topUV); Gl.glVertex3f(m_X + m_HalfWidth, m_Y + m_HalfHeight, m_Z); Gl.glTexCoord2f(rightUV, bottomUV); Gl.glVertex3f(m_X + m_HalfWidth, m_Y - m_HalfHeight, m_Z); Gl.glTexCoord2f(leftUV, bottomUV); Gl.glVertex3f(m_X - m_HalfWidth, m_Y - m_HalfHeight, m_Z); Gl.glEnd(); }