Ejemplo n.º 1
0
        private void PrepareTexturedModel(TexturedModel texturedModel)
        {
            RawModel model = texturedModel.model;

            //rendo il vao attivo
            GL.BindVertexArray(model.VaoHandle);

            //Indico che voglio usare le informazioni nella riga 0
            GL.EnableVertexAttribArray(0);
            GL.EnableVertexAttribArray(1);
            GL.EnableVertexAttribArray(2);

            ModelTexture texture = texturedModel.Texture;

            shader.LoadNumberOfRows(texture.NumberOfRows);
            if (texture.hasTransparency)
            {
                MasterRenderer.DisableCulling();
            }
            shader.LoadFakeLighting(texture.useFakeLighting);
            shader.LoadShineVariables(texture.shineDamper, texture.reflectivity);

            //Rendo attiva l`area della texture 0
            GL.ActiveTexture(TextureUnit.Texture0);
            //Riempio l`area texture 0
            GL.BindTexture(TextureTarget.Texture2D, texturedModel.Texture.handle);
        }
Ejemplo n.º 2
0
        private void PrepareTexturedModel(TexturedModel model)
        {
            RawModel rawModel = model.model;

            GL.BindVertexArray(rawModel.VaoHandle);
            GL.EnableVertexAttribArray(0);
            GL.EnableVertexAttribArray(1);
            GL.EnableVertexAttribArray(2);
            GL.EnableVertexAttribArray(3);
            ModelTexture texture = model.Texture;

            shader.LoadNumberOfRows(texture.NumberOfRows);
            if (texture.hasTransparency)
            {
                MasterRenderer.DisableCulling();
            }
            shader.LoadShineVariables(texture.shineDamper, texture.reflectivity);
            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, model.Texture.handle);
            GL.ActiveTexture(TextureUnit.Texture1);
            GL.BindTexture(TextureTarget.Texture2D, model.Texture.NormalMap);
        }