Ejemplo n.º 1
0
        void RenderableWater_WriteNextFrameEvent(Vector3 camerapos)
        {
            double           xmultiplier = scale.x / numsectors;
            double           ymultiplier = scale.y / numsectors;
            GraphicsHelperGl g           = new GraphicsHelperGl();

            g.SetMaterialColor(new double[] { 0, 0.2, 0.8, 0.6 });
            g.EnableBlendSrcAlpha();
            g.EnableModulate();
            g.DisableTexture2d();          // note to self: could add texture??? (or vertex fragment)
            Gl.glDisable(Gl.GL_CULL_FACE); // water has two sides?
            g.Normal(new Vector3(0, 0, 1));
            for (int x = 0; x < numsectors; x++)
            {
                Gl.glBegin(Gl.GL_TRIANGLE_STRIP);
                for (int y = 0; y <= numsectors; y++)
                {
                    Vector3 posoffset = new Vector3(x * xmultiplier, y * ymultiplier, 0);
                    Vector3 vertexpos = pos + posoffset;
                    //Console.WriteLine(vertexpos);
                    g.Vertex(vertexpos);
                    vertexpos.x += xmultiplier;
                    //Console.WriteLine(vertexpos);
                    g.Vertex(vertexpos);
                }
                Gl.glEnd();
            }
            Gl.glEnable(Gl.GL_CULL_FACE);
            Gl.glDisable(Gl.GL_BLEND);
            g.SetMaterialColor(new double[] { 1, 1, 1, 1 });
        }
Ejemplo n.º 2
0
 void RenderableWater_WriteNextFrameEvent(Vector3 camerapos)
 {
     double xmultiplier = scale.x / numsectors;
     double ymultiplier = scale.y / numsectors;
     GraphicsHelperGl g = new GraphicsHelperGl();
     g.SetMaterialColor(new double[] { 0, 0.2, 0.8, 0.6 });
     g.EnableBlendSrcAlpha();
     g.EnableModulate();
     g.DisableTexture2d(); // note to self: could add texture??? (or vertex fragment)
     Gl.glDisable( Gl.GL_CULL_FACE ); // water has two sides?
     g.Normal(new Vector3(0, 0, 1));
     for (int x = 0; x < numsectors; x++)
     {
         Gl.glBegin(Gl.GL_TRIANGLE_STRIP);
         for (int y = 0; y <= numsectors; y++)
         {
             Vector3 posoffset = new Vector3( x * xmultiplier, y * ymultiplier, 0 );
             Vector3 vertexpos = pos + posoffset;
             //Console.WriteLine(vertexpos);
             g.Vertex(vertexpos);
             vertexpos.x += xmultiplier;
             //Console.WriteLine(vertexpos);
             g.Vertex(vertexpos);
         }
         Gl.glEnd();
     }
     Gl.glEnable( Gl.GL_CULL_FACE );
     Gl.glDisable( Gl.GL_BLEND );
     g.SetMaterialColor(new double[] { 1, 1, 1, 1 });
 }