Example #1
0
        ////////////////////////////////////////////////////////////////////////////////////////////////////
        /// <summary>   Constructor. </summary>
        /// <param name="a_oEffect"> The shader program. </param>
        /// <param name="a_v3Pos">          The position of the first character. </param>
        /// <param name="a_v2Size">         Size of the first character. </param>
        /// <param name="a_oColor">         The color. </param>
        /// <param name="a_szFontDataFile"> (optional) the font data file. </param>
        ////////////////////////////////////////////////////////////////////////////////////////////////////
        public GLFont(GLEffect a_oEffect, Vector3 a_v3Pos, Vector2 a_v2Size, Color4 a_oColor, string a_szFontDataFile, string a_szText = "")
        {
            // load in data:
            m_oFontData = ResourceManager.Instance.LoadGLFont(a_szFontDataFile);

            m_v3Position = a_v3Pos;
            m_v2Size     = a_v2Size;
            m_szText     = a_szText;

            // Creat some working vars:
            Vector3 v3CharPos = new Vector3();

            // create quads and position them accordingly:
            for (uint i = 0; i < c_uiMaxNumberOfChars; ++i)
            {
                // Create offseted position:
                v3CharPos.X = a_v3Pos.X + i * a_v2Size.X;
                v3CharPos.Y = a_v3Pos.Y;
                // Create Quad and set its texture:
                GLQuad oQuad = new GLQuad(a_oEffect, v3CharPos, a_v2Size, a_oColor);
                oQuad.TextureID = m_oFontData.m_uiTextureID;

                // add quad to the list:
                m_lQuads.Add(oQuad);
            }

            UpdateUVCoords();
        }
Example #2
0
 private void CreateGraphic(SystemObjectRenderInfo sysObj)
 {
     var Graphic = new GLUtilities.GLQuad(glEffect, sysObj.PositionGL,
                                          sysObj.Size, sysObj.ItemColour, sysObj.ItemTextureName);
 }