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); }
private void DrawGebugGeometry(PostRenderUpdateEventArgs _) { var debugRendererComp = this.Scene.GetComponent <DebugRenderer>(); var physicsComp = this.Scene.GetComponent <PhysicsWorld>(); physicsComp.DrawDebugGeometry(debugRendererComp, depthTest: false); }
private void Engine_PostRenderUpdate(PostRenderUpdateEventArgs obj) { if (_DebugEnabled) { _App.Renderer.DrawDebugGeometry(false); } _HandleInput(obj.TimeStep); }
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); } }
private void Engine_PostRenderUpdate(PostRenderUpdateEventArgs obj) { DrawDebugLight(); }