public Ortho ( double left, double right, double bottom, double top, double zNear, double zFar ) : void | ||
left | double | |
right | double | |
bottom | double | |
top | double | |
zNear | double | |
zFar | double | |
return | void |
public static void DrawTextureImageUnrotatedAndOrthographically(GraphicsInterface gi, int clientWidth, int clientHeight, GLTexture2D texture, int drawX, int drawYTextMode, // i.e., 0 == draw TOP of image at TOP of viewport, Y-axis points DOWN int drawWidth, int drawHeight) { // Change rendering conditions gi.Features.DepthTest.Disable(); gi.Features.CullFace.Disable(); // Preserve current matrices, and switch to an orthographic view, and // do scaling and translation as necessary. gi.MatrixMode(MatrixMode.Projection); gi.PushMatrix(); gi.MatrixMode(MatrixMode.Modelview); gi.PushMatrix(); gi.MatrixMode(MatrixMode.Projection); gi.LoadIdentity(); gi.Ortho(0, (clientWidth - 1), 0, (clientHeight - 1), -1.0, 1.0); gi.MatrixMode(MatrixMode.Modelview); gi.LoadIdentity(); if (null != texture) { // Enable texture texture.Bind(); } // Enable blending gi.Features.Blend.Enable(); gi.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); // Draw a quad gi.Drawing.Quads.Begin(); // TOP-LEFT gi.TexCoord(0.0f, 1.0f); gi.Color(ColorRGBA.White); gi.Vertex((drawX), ((clientHeight - 1) - drawYTextMode), 0.0f); // BOTTOM-LEFT gi.TexCoord(0.0f, 0.0f); gi.Color(1.0f, 1.0f, 1.0f, 1.0f); gi.Vertex(drawX, ((clientHeight - 1) - (drawYTextMode + drawHeight)), 0.0f); // BOTTOM-RIGHT gi.TexCoord(1.0f, 0.0f); gi.Color(1.0f, 1.0f, 1.0f, 1.0f); gi.Vertex((drawX + (drawWidth)), ((clientHeight - 1) - (drawYTextMode + drawHeight)), 0.0f); // TOP-RIGHT gi.TexCoord(1.0f, 1.0f); gi.Color(1.0f, 1.0f, 1.0f, 1.0f); gi.Vertex((drawX + (drawWidth)), ((clientHeight - 1) - drawYTextMode), 0.0f); gi.Drawing.Quads.End(); // Disable blending gi.Features.Blend.Disable(); if (null != texture) { // Disable texture gi.Features.Texturing2D.Disable(); gi.BindTexture(TextureBindTarget.Texture2d, 0); } // Restore original matrices. gi.MatrixMode(MatrixMode.Modelview); gi.PopMatrix(); gi.MatrixMode(MatrixMode.Projection); gi.PopMatrix(); // Restore rendering conditions gi.FrontFace(FrontFaceDirection.Ccw); // MUST DO AFTER USING wglUseFontOutlines LISTS!!! gi.Features.DepthTest.Enable(); gi.Features.CullFace.Enable(); }