Ejemplo n.º 1
0
 private void Engine_PostRenderUpdate(PostRenderUpdateEventArgs obj)
 {
     // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
     // bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
     // bones properly
     Renderer.DrawDebugGeometry(false);
 }
Ejemplo n.º 2
0
        private void DrawGebugGeometry(PostRenderUpdateEventArgs _)
        {
            var debugRendererComp = this.Scene.GetComponent <DebugRenderer>();
            var physicsComp       = this.Scene.GetComponent <PhysicsWorld>();

            physicsComp.DrawDebugGeometry(debugRendererComp, depthTest: false);
        }
Ejemplo n.º 3
0
        private void Engine_PostRenderUpdate(PostRenderUpdateEventArgs obj)
        {
            if (_DebugEnabled)
            {
                _App.Renderer.DrawDebugGeometry(false);
            }

            _HandleInput(obj.TimeStep);
        }
Ejemplo n.º 4
0
 void RenderDebug(PostRenderUpdateEventArgs args)
 {
     // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
     // bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
     // bones properly
     if (DrawDebug)
     {
         Scene.GetOrCreateComponent <DebugRenderer>();
         var pw = Scene?.GetComponent <PhysicsWorld>();
         pw?.setDebugMode((int)DebugMode.DBG_MAX_DEBUG_DRAW_MODE);
         pw?.DrawDebugGeometry(true);
     }
     if (DrawBoxes)
     {
         Scene.GetOrCreateComponent <DebugRenderer>();
         Renderer.DrawDebugGeometry(true);
     }
 }
Ejemplo n.º 5
0
 private void Engine_PostRenderUpdate(PostRenderUpdateEventArgs obj)
 {
     DrawDebugLight();
 }