public override void render(RenderSupport support, float parentAlpha) { float alpha = parentAlpha * this.alpha; int numChildren = mChildren.Count; for (int i = 0; i < numChildren; ++i) { DisplayObjectX child = mChildren[i]; if (child.hasVisibleArea) { child.sceneTransform = Transform2X.multiply(mSceneTransform, child.transform); support.blendMode = child.blendMode; // if (filter) // { // filter.render(child, support, alpha); // } // else // { child.render(support, alpha); // } support.blendMode = blendMode; } } }
public override void render(RenderSupport support, float parentAlpha) { int len = vertices.Length; for (int i = 0; i < len; i++) { translatorVertices[i] = mSceneTransform.transformVector(vertices[i]); } support.batchQuad(this, parentAlpha, null); }
protected override void Start() { Debug.Log("start GUIRouter"); if (renderSupport != null) { return; } renderSupport = new RenderSupport(); base.Start(); _stage = new StageX(); sceneMachine.target = _stage; }
public override void render(RenderSupport support, float parentAlpha) { float aspect = (float)stageWidth / stageHeight; mSceneTransform.a = 2.0f / stageWidth * aspect; mSceneTransform.d = -2.0f / stageHeight; mSceneTransform.tx = -aspect; mSceneTransform.ty = 1; base.render(support, parentAlpha); //Camera }
public void render(int drawCall, RenderSupport renderSupport) { if (mNumQuads == 0) { return; } MeshFilter meshFilter; MeshRenderer renderer; Mesh mesh; if (go == null) { go = new GameObject("crl"); go.layer = LayerMask.NameToLayer("UI"); meshFilter = go.AddComponent <MeshFilter>(); renderer = go.AddComponent <MeshRenderer>(); go.transform.parent = renderSupport.uiRoot.transform; go.transform.localPosition = Vector3.zero; } else { meshFilter = go.GetComponent <MeshFilter>(); renderer = go.GetComponent <MeshRenderer>(); } mesh = meshFilter.mesh; //mesh.Clear(); int len = vertices.Count; Vector3[] verticeList = new Vector3[len]; Vector3X tempV3; for (int i = 0; i < len; i++) { tempV3 = vertices[i]; verticeList[i] = new Vector3(tempV3.x, tempV3.y, tempV3.z); } len = uvs.Count; Vector2[] uvList = new Vector2[len]; Vector2X tempV2; for (int i = 0; i < len; i++) { tempV2 = uvs[i]; uvList[i] = new Vector2(tempV2.x, tempV2.y); } mesh.vertices = verticeList; mesh.uv = uvList; mesh.colors32 = colors.ToArray(); mesh.triangles = createIndices(vertices.Count); Material material = renderer.material; material.renderQueue = drawCall + 6000; material.shader = _shader; material.color = new Color(1, 1, 1, 1); if (_texture != null) { material.mainTexture = _texture; } }
public override void render(RenderSupport support, float parentAlpha) { support.batchQuad(this, parentAlpha, _texture); }
public virtual void render(RenderSupport support, float parentAlpha) { }