/// <summary> /// The render. /// </summary> /// <param name="model"> /// The model. /// </param> /// <param name="flags"> /// The flags. /// </param> /// <returns> /// The render. /// </returns> public override uint Render(CIwModel model, uint flags) { CIwMaterial material = model.GetMaterial(this.m_MaterialID); if (material != null) { material.Enable(); } S3E.CheckOpenGLStatus(); GL.Begin(BeginMode.Triangles); var verts = model.ResolveBlock <CIwModelBlockVerts>(); var colors = model.ResolveBlock <CIwModelBlockCols>(); var normals = model.ResolveBlock <CIwModelBlockNorms>(); var indGroups = model.ResolveBlock <CIwModelBlockIndGroups>(); if (verts != null) { foreach (var iwModelPrim in this.prims) { iwModelPrim.Render(model, flags, verts, indGroups, colors); } } GL.End(); if (material != null) { material.Disable(); } S3E.CheckOpenGLStatus(); return(0); }
/// <summary> /// The render. /// </summary> /// <param name="model"> /// The model. /// </param> /// <param name="flags"> /// The flags. /// </param> /// <returns> /// The render. /// </returns> public override uint Render(CIwModel model, uint flags) { try { CIwMaterial material = model.GetMaterial(this.materialId); if (material != null) { material.Enable(); } S3E.CheckOpenGLStatus(); GL.Begin(BeginMode.Triangles); base.Render(model, flags); GL.End(); if (material != null) { material.Disable(); } S3E.CheckOpenGLStatus(); } catch (Exception ex) { throw; } return(0); }
/// <summary> /// The render. /// </summary> /// <param name="model"> /// The model. /// </param> /// <param name="flags"> /// The flags. /// </param> /// <returns> /// The render. /// </returns> public override uint Render(CIwModel model, uint flags) { base.Render(model, flags); var verts = model.ResolveBlock <CIwModelBlockVerts>(); var colors = model.ResolveBlock <CIwModelBlockCols>(); var normals = model.ResolveBlock <CIwModelBlockNorms>(); var uvs = model.ResolveBlock <CIwModelBlockGLUVs>(); var uvs2 = model.ResolveBlock <CIwModelBlockGLUVs2>(); if (verts != null) { foreach (var index in this.inds) { if (colors != null) { GL.Color4(colors.Colors[index]); } if (normals != null) { GL.Normal3(normals.Normal[index]); } if (uvs != null) { GL.TexCoord2(uvs.UVs[index]); GL.MultiTexCoord2(TextureUnit.Texture0, ref uvs.UVs[index]); } GL.Vertex3(verts.Verts[index]); } } return(0); }
/// <summary> /// The render. /// </summary> /// <param name="model"> /// The model. /// </param> /// <param name="flags"> /// The flags. /// </param> /// <param name="verts"> /// The verts. /// </param> /// <param name="indGroups"> /// The ind groups. /// </param> /// <param name="colors"> /// The colors. /// </param> public void Render( CIwModel model, uint flags, CIwModelBlockVerts verts, CIwModelBlockIndGroups indGroups, CIwModelBlockCols colors) { if (0 == (this.m_Flags & IW_MODEL_PRIM_QUAD_F)) { // Triangle this.RenderVertex(2, verts, indGroups, colors); this.RenderVertex(1, verts, indGroups, colors); this.RenderVertex(0, verts, indGroups, colors); } else { this.RenderVertex(3, verts, indGroups, colors); this.RenderVertex(1, verts, indGroups, colors); this.RenderVertex(0, verts, indGroups, colors); this.RenderVertex(2, verts, indGroups, colors); this.RenderVertex(3, verts, indGroups, colors); this.RenderVertex(0, verts, indGroups, colors); } }
/// <summary> /// The render. /// </summary> /// <param name="model"> /// The model. /// </param> /// <param name="flags"> /// The flags. /// </param> /// <returns> /// The render. /// </returns> public override uint Render(CIwModel model, uint flags) { CIwMaterial material = model.GetMaterial(this.materialId); if (material != null) { material.Enable(); } GL.Begin(BeginMode.TriangleStrip); base.Render(model, flags); GL.End(); S3E.CheckOpenGLStatus(); if (material != null) { material.Disable(); } return(0); }
/// <summary> /// The render. /// </summary> /// <param name="model"> /// The model. /// </param> /// <param name="flags"> /// The flags. /// </param> /// <returns> /// The render. /// </returns> public virtual uint Render(CIwModel model, uint flags) { return(0); }