Example #1
0
    void Awake()
    {
        _meshRenderer = _gameObjectWithRenderer.GetComponent <MeshRenderer>();
        if (_meshRenderer != null)
        {
            _rendererType = RendererType.Mesh;

            _enable = new Material[2] {
                _meshRenderer.material, _material
            };
            _disable = new Material[1] {
                _meshRenderer.material
            };
        }
        else
        {
            _skinMeshRenderer = _gameObjectWithRenderer.GetComponent <SkinnedMeshRenderer>();
            if (_skinMeshRenderer != null)
            {
                _rendererType = RendererType.SkinMesh;
                _enable       = new Material[2] {
                    _skinMeshRenderer.material, _material
                };
                _disable = new Material[1] {
                    _skinMeshRenderer.material
                };
            }
        }
    }
Example #2
0
        private void ValidateGeneratedSql(RendererType rendererType)
        {
            if (string.IsNullOrEmpty(ctrlSql.Text))
            {
                return;
            }

            string strippedOriginalSql  = StripSql(ctrlSql.Text);
            string strippedSqlFromSqlOm = StripSql(ctrlSqlOmToSql.Text);

            bool sqlFromSqlOmIsValid = strippedOriginalSql.Equals(strippedSqlFromSqlOm);

            if (sqlFromSqlOmIsValid)
            {
                ctrlOperationResult.Text      = "Success";
                ctrlOperationResult.ForeColor = Color.Green;
            }
            else if (string.IsNullOrEmpty(ctrlSqlOmToSql.Text))
            {
                ctrlOperationResult.Text      = "Error";
                ctrlOperationResult.ForeColor = Color.Red;
            }
            else
            {
                ctrlOperationResult.Text      = "Warning";
                ctrlOperationResult.ForeColor = Color.Orange;
            }

            ctrlOperationResult.Text += $" ({rendererType.ToString()})";
        }
Example #3
0
        /// <summary>
        /// 基于文件路径的构造函数
        /// </summary>
        internal MyLayer(string layerpath)
        {
            if (Path.GetExtension(layerpath) == ".shp")
            {
                Shapefile shp = new Shapefile(layerpath);
                layerName  = shp.Name;
                dataType   = shp.DataType;
                spaceData  = new MySpaceData(shp);
                renderer   = new SimpleRenderer(dataType);
                rendertype = RendererType.SimpleRenderer;
                hastext    = false;
                Visible    = true;
                filepath   = shp.FilePath;
            }
            else
            {
                CosmosGisVector cgv = new CosmosGisVector(layerpath);
                layerName  = cgv.Name;
                dataType   = cgv.SpaceDataType;
                spaceData  = new MySpaceData(cgv);
                renderer   = new SimpleRenderer(dataType);
                rendertype = RendererType.SimpleRenderer;
                hastext    = false;
                Visible    = true;
                filepath   = cgv.FilePath;
            }

            /*///TODO
             * spaceData = new MySpaceData("");
             * layerName = Path.GetFileNameWithoutExtension(fileName);
             * dataType = spaceData.DataType;
             * this.Visible = true;*/
        }
Example #4
0
 public Spec(string name, string fileName, string extensions, RendererType rendererType = RendererType.Html)
 {
     Name = name;
     Path = SpecificationsDirectory;
     if (rendererType == RendererType.Html)
     {
         Path += "Specs";
     }
     else if (rendererType == RendererType.Normalize)
     {
         Path += "NormalizeSpecs";
     }
     else if (rendererType == RendererType.PlainText)
     {
         Path += "PlainTextSpecs";
     }
     else if (rendererType == RendererType.Roundtrip)
     {
         Path += "RoundtripSpecs";
     }
     Path        += "/" + fileName;
     OutputPath   = System.IO.Path.ChangeExtension(Path, "generated.cs");
     Extensions   = extensions;
     RendererType = rendererType;
 }
Example #5
0
        } //END GetDefaultStartValue

        //--------------------------------------------//
        public void Play<T>( T Component, Color startColor, Color endColor, AnimationCurve easeCurve, float length, float delay, bool loop, UnityEvent onCompleteOrLoop )
        //--------------------------------------------//
        {

            //Setup the object and its values for the tween
            if( Component != null && IsValidComponent(Component) )
            {
                rendererType = GetType( Component );
                SetComponentToValue( Component, rendererType );

                this.startColor = startColor;
                this.endColor = endColor;

                Setup( easeCurve, length, delay, loop, onCompleteOrLoop );

                //Debug.Log( "bxrTweenColor.cs Play(), about to call base.Play()" );

                //Now that the values are setup, call the Play() from the base class to begin the tween
                base.Play();
            }
            else
            {
                if( Component == null )
                {
                    Debug.Log("bxrTweenColor.cs Play() Unable to Play Tween, Component variable is null");
                }
                else if( Component != null && !IsValidComponent(Component) )
                {
                    Debug.Log("bxrTweenColor.cs Play() Unable to Play Tween, Component variable is not null but is not a valid component or object that can be tweened.\n Component type = " + Component.GetType() );
                }
            }

        } //END Play
Example #6
0
 public ISymbol this[RendererType rendererType]
 {
     get
     {
         try
         {
             IFeatureRenderer2 r = _renderers[(int)rendererType] as IFeatureRenderer2;
             if (r != null)
             {
                 return(r.Symbol);
             }
         }
         catch
         {
         }
         return(null);
     }
     set
     {
         try
         {
             IFeatureRenderer2 r = _renderers[(int)rendererType] as IFeatureRenderer2;
             if (r != null && r.Symbol != value)
             {
                 r.Symbol = value;
             }
         }
         catch
         {
         }
     }
 }
Example #7
0
        // Use this for initialization
        void Awake()
        {
            associatedChunkMeshCluster = null;
            generateMeshWorkFunction   = new BatchProcessor.WorkFunction(GenerateMeshThread);
            meshGenerationState        = MeshGenerationState.Waiting;

            verticesList  = new List <Vector3>();
            uvList        = new List <Vector2>();
            trianglesList = new List <int>();
            normalsList   = new List <Vector3>();
            colorList     = new List <Color32>();

            rendererType = RendererType.Solid;

            // Load up our mesh double buffering
            activeMesh          = 0;
            meshes              = new Mesh[2];
            rendererGameObjects = new GameObject[2];
            int index = 0;

            foreach (Transform child in transform)
            {
                rendererGameObjects[index] = child.gameObject;
                rendererGameObjects[index].SetActive(false);
                meshes[index] = child.gameObject.GetComponent <MeshFilter>().mesh;
                meshes[index].Clear();
                index++;
            }
        }
Example #8
0
        public void Setup(ChunkMeshCluster chunkMeshCluster, RendererType rendererType)
        {
            SetRendererType(rendererType);
            if (rendererType == RendererType.Water)
            {
                // Water rendering requires that we overlap the meshes less, because of the transparency
                blockMeshHalfSize = 0.5f + 0.00001f;
            }
            else
            {
                // The fractional part seals the mesh and prevents flickering
                blockMeshHalfSize = 0.5f + 0.0005f;
            }

            if (chunkMeshCluster != null && chunkMeshCluster.chunk != null)
            {
                Vector3 position;
                position.x         = chunkMeshCluster.chunk.WorldPosition().x *Chunk.SIZE - 0.5f;
                position.y         = chunkMeshCluster.chunk.WorldPosition().y *Chunk.SIZE - 0.5f;
                position.z         = chunkMeshCluster.chunk.WorldPosition().z *Chunk.SIZE - 0.5f;
                transform.position = position;
            }
            associatedChunkMeshCluster = chunkMeshCluster;
            SetName();
        }
Example #9
0
 public LWFObject()
 {
     rendererType        = RendererType.CombinedMeshRenderer;
     isAlive             = true;
     lwfLoadCallbacks    = new LWFCallbacks();
     lwfDestroyCallbacks = new LWFCallbacks();
 }
Example #10
0
        /// <summary>
        /// Activates logging to AWS CloudWatch
        /// </summary>
        /// <remarks>This overload is intended to be used via AppSettings integration.</remarks>
        /// <param name="loggerConfiguration">The LoggerSinkConfiguration to register this sink with.</param>
        /// <param name="logGroupName">The log group name to be used in AWS CloudWatch.</param>
        /// <param name="accessKey">The access key to use to access AWS CloudWatch.</param>
        /// <param name="secretAccessKey">The secret access key to use to access AWS CloudWatch.</param>
        /// <param name="regionName">The system name of the region to which to write.</param>
        /// <param name="logStreamNamePrefix">The log stream name prefix. Will use default log stream name if leave empty.</param>
        /// <param name="rendererType">The renderer to be used to format the message.</param>
        /// <param name="minimumLogEventLevel">The minimum log event level required in order to write an event to the sink.</param>
        /// <param name="batchSizeLimit">The batch size to be used when uploading logs to AWS CloudWatch.</param>
        /// <param name="period">The period to be used when a batch upload should be triggered.</param>
        /// <returns></returns>
        /// <exception cref="ArgumentNullException"><paramref name="logGroupName"/> is <see langword="null"/>.</exception>
        /// <exception cref="ArgumentNullException"><paramref name="accessKey"/> is <see langword="null"/>.</exception>
        /// <exception cref="ArgumentNullException"><paramref name="secretAccessKey"/> is <see langword="null"/>.</exception>
        public static LoggerConfiguration AmazonCloudWatch(
            this LoggerSinkConfiguration loggerConfiguration,
            string logGroupName,
            string accessKey,
            string secretAccessKey,
            string regionName                  = null,
            string logStreamNamePrefix         = null,
            RendererType rendererType          = RendererType.DefaultRenderer,
            LogEventLevel minimumLogEventLevel = CloudWatchSinkOptions.DefaultMinimumLogEventLevel,
            int batchSizeLimit                 = CloudWatchSinkOptions.DefaultBatchSizeLimit,
            TimeSpan?period = null)
        {
            ILogEventRenderer logEventRenderer = new DefaultLogEventRenderer();

            if (rendererType == RendererType.JsonRenderer)
            {
                logEventRenderer = new JsonLogEventRenderer();
            }

            return(loggerConfiguration.AmazonCloudWatch(logGroupName,
                                                        accessKey,
                                                        secretAccessKey,
                                                        regionName,
                                                        logStreamNamePrefix,
                                                        logEventRenderer,
                                                        minimumLogEventLevel,
                                                        batchSizeLimit,
                                                        period));
        }
Example #11
0
        public void UpdatePoints()
        {
            if (scene.RenderingMode != rendererType)
            {
                switch (scene.RenderingMode)
                {
                case RendererType.Standard:
                    renderer = new StandardRenderer();
                    break;

                case RendererType.Stereoscopic:
                    renderer = new StereoscopicRender();
                    break;

                default:
                    renderer = new StandardRenderer();
                    break;
                }
                renderer.SetImageContent(targetImage);
                renderer.Resize(imageSize.X, imageSize.Y);
                rendererType          = scene.RenderingMode;
                scene.CurrentRenderer = renderer;
            }

            renderer.BeforeRendering(scene);

            scene.Render(renderer);

            renderer.AfterRendering(scene);
        }
Example #12
0
        private ChunkMesh GetExistingChunkMesh(ChunkMeshCluster chunkMeshCluster, RendererType rendererType)
        {
            availableChunkMeshCount--;
            ChunkMesh returnChunkMesh = availableChunkMeshes.Pop();

            returnChunkMesh.Setup(chunkMeshCluster, rendererType);
            return(returnChunkMesh);
        }
Example #13
0
 public void SignalGenerationComplete(RendererType rendererType)
 {
     chunkMeshStates[(int)rendererType] = ChunkMeshState.GenerationComplete;
     if (GenerationIsComplete())
     {
         chunk.SetLoadState(ChunkLoadState.MeshCalculationComplete);
     }
 }
Example #14
0
 public WPFWindow(IController controller, IRenderer renderer, RendererType rendererType)
 {
   if (controller == null) throw new ArgumentNullException("controller");
   _controller = controller;
   _renderer = renderer;
   _rendererType = rendererType;
   
 }
        public FormFeatureRenderers(IFeatureLayer layer, RendererType type)
        {
            InitializeComponent();

            btnOK.Enabled = false;
            _type         = type;
            _layer        = layer;
            MakeTree();
        }
Example #16
0
 public void SignalFinished(RendererType rendererType)
 {
     chunkMeshStates[(int)rendererType] = ChunkMeshState.Done;
     if (IsFinished())
     {
         SetVisible(chunk.IsVisible());
         chunk.SetLoadState(ChunkLoadState.Done);
     }
 }
Example #17
0
 public TVEElementDrawerData(ElementType elementType, ElementLayer elementLayer, RendererType rendererType, GameObject gameobject, Mesh mesh, Renderer renderer)
 {
     this.elementType  = elementType;
     this.elementLayer = elementLayer;
     this.rendererType = rendererType;
     this.gameobject   = gameobject;
     this.mesh         = mesh;
     this.renderer     = renderer;
 }
Example #18
0
 protected virtual void Update()
 {
     // GetComponents
     if (rendererType != _rendererTypeTemp)
     {
         AtualizeRenderers();
         _rendererTypeTemp = rendererType;
     }
 }
Example #19
0
        private void SetRenderType(RendererType rendererType)
        {
            OptionsRenderersD3D.Checked    = false;
            OptionsRenderersShader.Checked = false;
            OptionsRenderersGDI.Checked    = false;

            var wasHalted = _gbaManager.Halted;

            _gbaManager.Halt();

            if (_device != null)
            {
                _device.Dispose();
            }

            _rendererType = rendererType;

            switch (_rendererType)
            {
            case RendererType.D3DRenderer:
                OptionsRenderersD3D.Checked = true;

                InitializeD3D();
                _gbaManager.VideoManager.Presenter = RenderD3D;

                var renderer = new Renderer();
                renderer.Initialize(null);

                _gbaManager.VideoManager.Renderer = renderer;
                break;

            case RendererType.GdiRenderer:
                OptionsRenderersGDI.Checked = true;

                new Bitmap(240, 160, PixelFormat.Format32bppRgb);
                break;

            case RendererType.ShaderRenderer:
                OptionsRenderersShader.Checked = true;

                InitializeD3D();
                _gbaManager.VideoManager.Presenter = RenderShader;
                _gbaManager.Memory.EnableVramUpdating();

                var shaderRenderer = new ShaderRenderer();
                shaderRenderer.Initialize(_device);

                _gbaManager.VideoManager.Renderer = shaderRenderer;
                break;
            }

            if (!wasHalted)
            {
                _gbaManager.Resume();
            }
        }
Example #20
0
 public RenderingContext(SceneData lineData, Image image)
 {
     targetImage  = image;
     rendererType = lineData.RenderingMode;
     renderer.SetImageContent(image);
     scene                 = lineData;
     Thickness             = 1;
     SelectedItemThickness = 3;
     LineColor             = Colors.Gold;
 }
Example #21
0
 public WPFWindow(IController controller, IRenderer renderer, RendererType rendererType)
 {
     if (controller == null)
     {
         throw new ArgumentNullException("controller");
     }
     _controller   = controller;
     _renderer     = renderer;
     _rendererType = rendererType;
 }
        public ScriptableRendererData LoadBuiltinRendererData(RendererType type = RendererType.ForwardRenderer)
        {
#if UNITY_EDITOR
            EditorUtility.SetDirty(this);
            return(m_RendererDataList[0] = CreateRendererAsset("Assets/ForwardRenderer.asset", type, false));
#else
            m_RendererDataList[0] = null;
            return(m_RendererDataList[0]);
#endif
        }
Example #23
0
        /// <summary>
        /// Set target Renderer component.
        /// </summary>
        /// <param name="renderer">target renderer component</param>
        /// <returns></returns>
        public Davinci into(Renderer renderer)
        {
            if (enableLog)
            {
                Debug.Log("[Davinci] Target as Renderer set : " + renderer);
            }

            rendererType   = RendererType.renderer;
            this.targetObj = renderer.gameObject;
            return(this);
        }
Example #24
0
        /// <summary>
        /// Set target Image component.
        /// </summary>
        /// <param name="image">target Unity UI image component</param>
        /// <returns></returns>
        public Davinci into(Image image)
        {
            if (enableLog)
            {
                Debug.Log("[Davinci] Target as UIImage set : " + image);
            }

            rendererType   = RendererType.uiImage;
            this.targetObj = image.gameObject;
            return(this);
        }
        static ScriptableRendererData CreateRendererData(RendererType type)
        {
            switch (type)
            {
            case RendererType.ForwardRenderer:
                return(CreateInstance <ForwardRendererData>());

            default:
                return(CreateInstance <ForwardRendererData>());
            }
        }
Example #26
0
File: Azzy.cs Project: scarffy/Azzy
    /// <summary>
    /// Set target Raw Image component.
    /// </summary>
    /// <param name="renderer">target renderer component</param>
    /// <returns></returns>
    public Azzy into(RawImage rawImage)
    {
        if (enableLog)
        {
            Debug.Log("[Azzy] Target as Renderer set : " + rawImage);
        }

        rendererType   = RendererType.rawImage;
        this.targetObj = rawImage.gameObject;
        return(this);
    }
Example #27
0
    /// <summary>
    /// Set target Renderer component.
    /// </summary>
    /// <param name="spriteRenderer">target sprite renderer component</param>
    /// <returns></returns>
    public Davinci into(SpriteRenderer spriteRenderer)
    {
        if (enableLog)
        {
            Debug.Log("[Davinci] Target as SpriteRenderer set : " + spriteRenderer);
        }

        rendererType   = RendererType.sprite;
        this.targetObj = spriteRenderer.gameObject;
        return(this);
    }
Example #28
0
 /// <summary>
 /// 基于CosmosGisVector的构造函数
 /// </summary>
 /// <param name="cgv">CosmosGisVector</param>
 internal MyLayer(CosmosGisVector cgv)
 {
     layerName  = cgv.Name;
     dataType   = cgv.SpaceDataType;
     spaceData  = new MySpaceData(cgv);
     renderer   = new SimpleRenderer(dataType);
     rendertype = RendererType.SimpleRenderer;
     hastext    = false;
     Visible    = true;
     filepath   = cgv.FilePath;
 }
Example #29
0
 /// <summary>
 /// 基于Shapefile的构造函数
 /// </summary>
 /// <param name="shp">Shapefile</param>
 internal MyLayer(Shapefile shp)
 {
     layerName  = shp.Name;
     dataType   = shp.DataType;
     spaceData  = new MySpaceData(shp);
     renderer   = new  SimpleRenderer(dataType);
     rendertype = RendererType.SimpleRenderer;
     hastext    = false;
     Visible    = true;
     filepath   = shp.FilePath;
 }
 internal static ScriptableRendererData CreateRendererAsset(string path, RendererType type, bool relativePath = true)
 {
     ScriptableRendererData data = CreateRendererData(type);
     string dataPath;
     if (relativePath)
         dataPath =
             $"{Path.Combine(Path.GetDirectoryName(path), Path.GetFileNameWithoutExtension(path))}_Renderer{Path.GetExtension(path)}";
     else
         dataPath = path;
     AssetDatabase.CreateAsset(data, dataPath);
     return data;
 }
        static ScriptableRendererData CreateRendererData(RendererType type)
        {
            switch (type)
            {
            case RendererType.ForwardRenderer:
                return(CreateInstance <ForwardRendererData>());

            // Forward Renderer is the fallback renderer that works on all platforms
            default:
                return(CreateInstance <ForwardRendererData>());
            }
        }
Example #32
0
 public IRenderer CreateRenderer(RendererType type)
 {
   switch (type)
   {
     case RendererType.OpenGL:
       return new OpenGLRenderer();
     case RendererType.Direct3D:
       return new Direct3DRenderer();
     case RendererType.Composite:
       return new CompositeRenderer();
     default:
       throw new ArgumentOutOfRangeException("type");
   }
 }
Example #33
0
 public LWFObject()
 {
     rendererType = RendererType.CombinedMeshRenderer;
     isAlive = true;
     lwfLoadCallbacks = new LWFCallbacks();
     lwfDestroyCallbacks = new LWFCallbacks();
 }
Example #34
0
 public void UseCombinedMeshRenderer()
 {
     rendererType = RendererType.CombinedMeshRenderer;
 }
Example #35
0
        static void KeyboardHandle(byte key, int x, int y)
        {
            SceneCamera sceneCam = scene.Camera;
             Vector dir = sceneCam.Target - sceneCam.Position;
             float tar_posDist = dir.Magnitude3();
             dir.Normalize3();
             Vector right = Vector.Cross3(dir, sceneCam.Up);
             float camSpeed = 10f;
             Vector tempVec;
             float turnSpeed = 0.01f;

             if (key == (int)NumberKeys.One)
             {
                 mode = RendererType.OpenGL;
                 Glut.glutPostRedisplay();
             }
             else if (key == (int)NumberKeys.Two)
             {
                 mode = RendererType.Raytracer;
                 raytraceRenderer.ResetTracer();
                 transformationRenderer.ResetRenderer();
                 currentRenderer = raytraceRenderer;
                 Glut.glutPostRedisplay();
             }
             else if (key == (int)NumberKeys.Three)
             {
                 mode = RendererType.RasterizerWireframe;
                 rendParams.WireFrame = true;
                 transformationRenderer.ResetRenderer();
                 currentRenderer = transformationRenderer;
                 Glut.glutPostRedisplay();
             }
             else if (key == (int)NumberKeys.Four)
             {
                 mode = RendererType.Rasterizer;
                 rendParams.WireFrame = false;
                 transformationRenderer.ResetRenderer();
                 currentRenderer = transformationRenderer;
                 Glut.glutPostRedisplay();
             }
             else if (key == (byte)'w')
             {
                 scene.Camera.Position += dir * camSpeed;
                 scene.Camera.Target += dir * camSpeed;
                 raytraceRenderer.ResetTracer();
                 transformationRenderer.ResetRenderer();
                 Glut.glutPostRedisplay();
             }
             else if (key == (byte)'s')
             {
                 scene.Camera.Position -= dir * camSpeed;
                 scene.Camera.Target -= dir * camSpeed;
                 raytraceRenderer.ResetTracer();
                 transformationRenderer.ResetRenderer();
                 Glut.glutPostRedisplay();
             }
             else if (key == (byte)'a')
             {
                 scene.Camera.Position -= right * camSpeed;
                 scene.Camera.Target -= right * camSpeed;
                 raytraceRenderer.ResetTracer();
                 transformationRenderer.ResetRenderer();
                 Glut.glutPostRedisplay();
             }
             else if (key == (byte)'d')
             {
                 scene.Camera.Position += right * camSpeed;
                 scene.Camera.Target += right * camSpeed;
                 raytraceRenderer.ResetTracer();
                 transformationRenderer.ResetRenderer();
                 Glut.glutPostRedisplay();
             }
             else if (key == (byte)'i')
             {
                 tempVec = dir + scene.Camera.Up * turnSpeed;
                 tempVec.Normalize3();
                 scene.Camera.Target = scene.Camera.Position + tempVec * tar_posDist;
                 scene.Camera.Up = Vector.Cross3(right, tempVec);
                 raytraceRenderer.ResetTracer();
                 transformationRenderer.ResetRenderer();
                 Glut.glutPostRedisplay();
             }
             else if (key == (byte)'k')
             {
                 tempVec = dir - scene.Camera.Up * turnSpeed;
                 tempVec.Normalize3();
                 scene.Camera.Target = scene.Camera.Position + tempVec * tar_posDist;
                 scene.Camera.Up = Vector.Cross3(right, tempVec);
                 raytraceRenderer.ResetTracer();
                 transformationRenderer.ResetRenderer();
                 Glut.glutPostRedisplay();
             }
             else if (key == (byte)'j')
             {
                 tempVec = dir - right * turnSpeed;
                 tempVec.Normalize3();
                 scene.Camera.Target = scene.Camera.Position + tempVec * tar_posDist;
                 raytraceRenderer.ResetTracer();
                 transformationRenderer.ResetRenderer();
                 Glut.glutPostRedisplay();
             }
             else if (key == (byte)'l')
             {
                 tempVec = dir + right * turnSpeed;
                 tempVec.Normalize3();
                 scene.Camera.Target = scene.Camera.Position + tempVec * tar_posDist;
                 raytraceRenderer.ResetTracer();
                 transformationRenderer.ResetRenderer();
                 Glut.glutPostRedisplay();
             }
             else if (key == (byte)'x')
             {
                 raytraceRenderer.renderingParameters.EnableRefractions = !raytraceRenderer.renderingParameters.EnableRefractions;
                 raytraceRenderer.ResetTracer();
                 transformationRenderer.ResetRenderer();
                 Glut.glutPostRedisplay();
             }
             else if (key == (byte)'z')
             {
                 raytraceRenderer.renderingParameters.EnableShadows = !raytraceRenderer.renderingParameters.EnableShadows;
                 raytraceRenderer.ResetTracer();
                 transformationRenderer.ResetRenderer();
                 Glut.glutPostRedisplay();
             }
             else if (key == (byte)'c')
             {
                 raytraceRenderer.renderingParameters.EnableAntialias = !raytraceRenderer.renderingParameters.EnableAntialias;
                 raytraceRenderer.ResetTracer();
                 transformationRenderer.ResetRenderer();
                 Glut.glutPostRedisplay();
             }
             else if (key == (byte)'v')
             {
                 rendParams.EnableAntialias = !rendParams.EnableAntialias;
                 if (rendParams.EnableAntialias) Console.WriteLine("Antialising enabled");
                 else Console.WriteLine("Antialiasing disabled");

                 raytraceRenderer.ResetTracer();
                 transformationRenderer.ResetRenderer();
                 Glut.glutPostRedisplay();

             }
        }
Example #36
0
 public void UseDrawMeshRenderer()
 {
     rendererType = RendererType.DrawMeshRenderer;
 }
Example #37
0
 public void UseUIVertexRenderer()
 {
     rendererType = RendererType.UIVertexRenderer;
 }