//public CollisionData collisionData; public void Render() { GraphicsHelperGl g = new GraphicsHelperGl(); g.SetMaterialColor(new double[] { 1, 1, 1, 1 }); g.PushMatrix(); //g.Translate(0, 0, 10); Gl.glRotated( 90, 1, 0, 0); g.EnableTexture2d(); g.CheckError(); texture1.Apply(); unitpart.Render(); g.PopMatrix(); g.Bind2DTexture(0); g.CheckError(); }
//public CollisionData collisionData; public void Render() { GraphicsHelperGl g = new GraphicsHelperGl(); g.SetMaterialColor(new double[] { 1, 1, 1, 1 }); g.PushMatrix(); //g.Translate(0, 0, 10); Gl.glRotated(90, 1, 0, 0); g.EnableTexture2d(); g.CheckError(); texture1.Apply(); unitpart.Render(); g.PopMatrix(); g.Bind2DTexture(0); g.CheckError(); }
public void Render() { GraphicsHelperGl g = new GraphicsHelperGl(); Gl.glPushMatrix(); g.Translate(Offset); switch (PrimitiveType) { case UnitPart.PrimitiveTypeEnum.Triangles: { Gl.glBegin(Gl.GL_TRIANGLES); foreach (Primitive primitive in Primitives) { Triangle triangle = primitive as Triangle; g.Normal(triangle.Vertices[0].Normal); g.TexCoord(triangle.Vertices[0].TextureCoords); g.Vertex(triangle.Vertices[0].Pos); g.Normal(triangle.Vertices[1].Normal); g.TexCoord(triangle.Vertices[1].TextureCoords); g.Vertex(triangle.Vertices[1].Pos); g.Normal(triangle.Vertices[2].Normal); g.TexCoord(triangle.Vertices[2].TextureCoords); g.Vertex(triangle.Vertices[2].Pos); } Gl.glEnd(); break; } case UnitPart.PrimitiveTypeEnum.Quads: { Gl.glBegin(Gl.GL_QUADS); foreach (Primitive primitive in Primitives) { Quad quad = primitive as Quad; g.Normal(quad.Vertices[0].Normal); g.TexCoord(quad.Vertices[0].TextureCoords); g.Vertex(quad.Vertices[0].Pos); g.Normal(quad.Vertices[1].Normal); g.TexCoord(quad.Vertices[1].TextureCoords); g.Vertex(quad.Vertices[1].Pos); g.Normal(quad.Vertices[2].Normal); g.TexCoord(quad.Vertices[2].TextureCoords); g.Vertex(quad.Vertices[2].Pos); g.Normal(quad.Vertices[3].Normal); g.TexCoord(quad.Vertices[3].TextureCoords); g.Vertex(quad.Vertices[3].Pos); } Gl.glEnd(); break; } case UnitPart.PrimitiveTypeEnum.TriangleStrips: { foreach (Primitive primitive in Primitives) { TriangleStrip trianglestrip = primitive as TriangleStrip; Gl.glBegin(Gl.GL_TRIANGLE_STRIP); foreach (Vertex vertex in trianglestrip.Vertices) { g.Normal(vertex.Normal); g.TexCoord(vertex.TextureCoords); g.Vertex(vertex.Pos); } Gl.glEnd(); } break; } } foreach (UnitPart childunitpart in Children) { childunitpart.Render(); } Gl.glPopMatrix(); }