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; } }
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; } }
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; } }
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; } }
public void Render(ShaderManager.MESH_TYPE tipo) { switch (tipo) { case ShaderManager.MESH_TYPE.DEFAULT: //if (!active) return; naves.ForEach(n => n.Render()); break; } }
public void Render(ShaderManager.MESH_TYPE tipo) { if (isVisible) { switch (tipo) { case ShaderManager.MESH_TYPE.SHADOW: torreta.Render(); break; } } }
public void Render(ShaderManager.MESH_TYPE tipo) { if (!terminado) { switch (tipo) { case ShaderManager.MESH_TYPE.SHADOW: meshs[0].Render(); break; } } }
public void Render(ShaderManager.MESH_TYPE tipo) { switch (tipo) { case ShaderManager.MESH_TYPE.SHADOW: if (!terminado) { bomba.Render(); } break; } }
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; } }
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; } } }
public void SetTechnique(string technique, ShaderManager.MESH_TYPE tipo) { }