private static void SetCam(TextureTarget f, Cam3D Cam) { switch (f) { case TextureTarget.TextureCubeMapPositiveX: Cam.LookAtZero(new Vector3(1, 0, 0), new Vector3(0, -1, 0)); break; case TextureTarget.TextureCubeMapNegativeX: Cam.LookAtZero(new Vector3(-1, 0, 0), new Vector3(0, -1, 0)); break; case TextureTarget.TextureCubeMapPositiveY: Cam.LookAtZero(new Vector3(0, -1, 0), new Vector3(0, 0, -1)); break; case TextureTarget.TextureCubeMapNegativeY: Cam.LookAtZero(new Vector3(0, 1, 0), new Vector3(0, 0, 1)); break; case TextureTarget.TextureCubeMapPositiveZ: Cam.LookAtZero(new Vector3(0, 0, 1), new Vector3(0, -1, 0)); break; case TextureTarget.TextureCubeMapNegativeZ: Cam.LookAtZero(new Vector3(0, 0, -1), new Vector3(0, -1, 0)); break; } }
private void DrawFace(int i) { TextureTarget face = FB.SetFace(i); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); switch (face) { case TextureTarget.TextureCubeMapPositiveX: Cam.LookAtZero(new Vector3(1, 0, 0), new Vector3(0, 1, 0)); break; case TextureTarget.TextureCubeMapNegativeX: Cam.LookAtZero(new Vector3(-1, 0, 0), new Vector3(0, 1, 0)); break; case TextureTarget.TextureCubeMapPositiveY: Cam.LookAtZero(new Vector3(0, 10, 0), new Vector3(1, 0, 0)); break; case TextureTarget.TextureCubeMapNegativeY: Cam.LookAtZero(new Vector3(0, -10, 0), new Vector3(1, 0, 0)); break; case TextureTarget.TextureCubeMapPositiveZ: Cam.LookAtZero(new Vector3(0, 0, 10), new Vector3(0, 1, 0)); break; case TextureTarget.TextureCubeMapNegativeZ: Cam.LookAtZero(new Vector3(0, 0, -10), new Vector3(0, 1, 0)); break; } Scene.CamOverride = Cam; Scene.Render(); Scene.CamOverride = null; FB.Release(); }