public void Render(Renderer renderer) { SFMLRenderer sfmlRenderer = renderer as SFMLRenderer; System.Numerics.Vector3 Location = GetLocation_WorldSpace(); System.Numerics.Quaternion Rotation = GetRotation_WorldSpace(); //TODO: Get the rotation out of this quat System.Numerics.Vector3 Scale = GetScale_WorldSpace(); Transform tf = Transform.Identity; tf.Translate(Location.X, Location.Y); tf.Scale(Scale.X, Scale.Y); RenderStates RS = RenderStates.Default; RS.Transform = tf; SFMLEngine engine = Engine.Instance as SFMLEngine; if (Texture.Loaded) { //Texture.Get<Sprite>().Position = new Vector2f(Location.X, Location.Y); engine?.Window.Draw(Texture.Get <Sprite>(), RS); } }
public void Render(Renderer renderer) { SFMLRenderer sfmlRenderer = renderer as SFMLRenderer; sfmlRenderer.Window.Draw(this); }