Exemple #1
0
 /// <summary>
 /// Actually create this GraphicsResource resources.
 /// </summary>
 /// <param name="ctx">
 /// A <see cref="GraphicsContext"/> used for allocating resources.
 /// </param>
 /// <remarks>
 /// All resources linked with <see cref="LinkResource(IGraphicsResource)"/> will be automatically created.
 /// </remarks>
 protected override void CreateObject(GraphicsContext ctx)
 {
     // Create object state
     ObjectState.Create(ctx, null);
     // Base implementation
     base.CreateObject(ctx);
 }
Exemple #2
0
 /// <summary>
 /// Actually create this GraphicsResource resources.
 /// </summary>
 /// <param name="ctx">
 /// A <see cref="GraphicsContext"/> used for allocating resources.
 /// </param>
 /// <remarks>
 /// All resources linked with <see cref="LinkResource(IGraphicsResource)"/> will be automatically created.
 /// </remarks>
 protected override void CreateObject(GraphicsContext ctx)
 {
     // Create object state
     ObjectState.Create(ctx, null);
     // Base implementation
     base.CreateObject(ctx);
     // Propagate creation to hierarchy
     foreach (SceneObject sceneGraphObject in _Children)
     {
         sceneGraphObject.Create(ctx);
     }
 }
Exemple #3
0
        /// <summary>
        /// Traverse delegate for creating resources.
        /// </summary>
        /// <param name="ctx">
        /// The <see cref="GraphicsContext"/> used for creating resources.
        /// </param>
        /// <param name="ctxScene"></param>
        /// <param name="sceneObject"></param>
        /// <param name="data"></param>
        /// <returns></returns>
        private static bool CreateDelegate(GraphicsContext ctx, SceneGraphContext ctxScene, SceneObject sceneObject, object data)
        {
            SceneObjectGeometry sceneGeometry = sceneObject as SceneObjectGeometry;

            if (sceneGeometry != null)
            {
                GraphicsStateSet sceneGeometryState = ctxScene.GraphicsStateStack.Current;

                sceneGeometry.Create(ctx);
                sceneGeometryState.Create(ctx, sceneGeometry.Program);
            }

            return(true);
        }