public void Render(ShaderManager.MESH_TYPE tipo)
        {
            switch (tipo)
            {
            case ShaderManager.MESH_TYPE.DEFAULT:
                main_escena_instancia.ForEach(s => s.lista.ForEach(m =>
                {
                    //if (TgcCollisionUtils.classifyFrustumAABB(this.frustum, m.BoundingBox)
                    //!= TgcCollisionUtils.FrustumResult.OUTSIDE
                    //&& CommonHelper.InDistance(m.BoundingBox.calculateBoxCenter(), VariablesGlobales.xwing.GetPosition(), 6000))
                    {
                        m.Render();
                    }
                }));
                break;

            case ShaderManager.MESH_TYPE.SHADOW:
                main_escena_instancia_shadow.ForEach(s =>
                {
                    if (CumpleCondicionRender(s))
                    {
                        s.lista.ForEach(m =>
                        {
                            m.Render();
                        });
                    }
                });
                break;
            }
        }
Example #2
0
 public void Render(ShaderManager.MESH_TYPE tipo)
 {
     switch (tipo)
     {
     case ShaderManager.MESH_TYPE.DEFAULT: worldsphere.Render(); break;
     }
 }
 public void SetTechnique(string technique, ShaderManager.MESH_TYPE tipo)
 {
     switch (tipo)
     {
     case ShaderManager.MESH_TYPE.SHADOW: main_escena_instancia_shadow.ForEach(s => s.lista.ForEach(m => m.Technique = technique)); break;
     }
 }
 public void SetTechnique(string technique, ShaderManager.MESH_TYPE tipo)
 {
     switch (tipo)
     {
     case ShaderManager.MESH_TYPE.SHADOW: obstaculo.Technique = technique; break;
     }
 }
 public void Render(ShaderManager.MESH_TYPE tipo)
 {
     switch (tipo)
     {
     case ShaderManager.MESH_TYPE.SHADOW: obstaculo.Render(); break;
     }
 }
Example #6
0
        public void Render(ShaderManager.MESH_TYPE tipo)
        {
            switch (tipo)
            {
            case ShaderManager.MESH_TYPE.DYNAMIC_ILLUMINATION_METALLIC:
                if (vivo)
                {
                    xwing.Render();
                    alaXwing.Render();
                }
                break;

            case ShaderManager.MESH_TYPE.SHADOW:
                if (vivo && false)
                {
                    xwing.Render();
                    alaXwing.Render();
                }
                break;

            case ShaderManager.MESH_TYPE.DEAD:
                if (!vivo)
                {
                    xwing.Render();
                    alaXwing.Render();
                }
                break;
            }
        }
Example #7
0
        public void SetTechnique(string technique, ShaderManager.MESH_TYPE tipo)
        {
            switch (tipo)
            {
            case ShaderManager.MESH_TYPE.DYNAMIC_ILLUMINATION_METALLIC:
                if (vivo)
                {
                    xwing.Technique    = technique;
                    alaXwing.Technique = technique;
                }
                break;

            case ShaderManager.MESH_TYPE.SHADOW:
                if (vivo && false)
                {
                    xwing.Technique    = technique;
                    alaXwing.Technique = technique;
                }
                break;

            case ShaderManager.MESH_TYPE.DEAD:
                if (!vivo)
                {
                    xwing.Technique    = technique;
                    alaXwing.Technique = technique;
                }
                break;
            }
        }
Example #8
0
 public void Render(ShaderManager.MESH_TYPE tipo)
 {
     switch (tipo)
     {
     case ShaderManager.MESH_TYPE.DEFAULT:
         //if (!active) return;
         naves.ForEach(n => n.Render());
         break;
     }
 }
Example #9
0
 public void Render(ShaderManager.MESH_TYPE tipo)
 {
     if (isVisible)
     {
         switch (tipo)
         {
         case ShaderManager.MESH_TYPE.SHADOW: torreta.Render(); break;
         }
     }
 }
Example #10
0
 public void Render(ShaderManager.MESH_TYPE tipo)
 {
     if (!terminado)
     {
         switch (tipo)
         {
         case ShaderManager.MESH_TYPE.SHADOW: meshs[0].Render(); break;
         }
     }
 }
Example #11
0
 public void Render(ShaderManager.MESH_TYPE tipo)
 {
     switch (tipo)
     {
     case ShaderManager.MESH_TYPE.SHADOW:
         if (!terminado)
         {
             bomba.Render();
         }
         break;
     }
 }
Example #12
0
        public void SetTechnique(string technique, ShaderManager.MESH_TYPE tipo)
        {
            switch (tipo)
            {
            case ShaderManager.MESH_TYPE.SHADOW:
                if (vivo)
                {
                    nave.Meshes.ForEach(m => m.Technique = technique);
                }
                break;

            case ShaderManager.MESH_TYPE.DEAD:
                if (!vivo)
                {
                    nave.Meshes.ForEach(m => m.Technique = technique);
                }
                break;
            }
        }
Example #13
0
        public void Render(ShaderManager.MESH_TYPE tipo)
        {
            if (visible)
            {
                switch (tipo)
                {
                case ShaderManager.MESH_TYPE.SHADOW:
                    if (vivo)
                    {
                        nave.RenderAll();
                    }
                    break;

                case ShaderManager.MESH_TYPE.DEAD:
                    if (!vivo)
                    {
                        nave.RenderAll();
                    }
                    break;
                }
            }
        }
Example #14
0
 public void SetTechnique(string technique, ShaderManager.MESH_TYPE tipo)
 {
 }