public OpenGLVisualization(IEnumerable <IGraphicalBody> graphicalBodies, bool vr, params ILightSource[] lights) : base(1220, 720, new GraphicsMode(GraphicsMode.Default.ColorFormat, GraphicsMode.Default.Depth, GraphicsMode.Default.Stencil, NumFSAASamples, GraphicsMode.Default.AccumulatorFormat), "LabBox Vis") { VRFlag = vr; if (VRFlag) { vrScene = OpenVRScene.Create(NearClip, FarClip); Input = vrScene.OpenVRInput; vrDrawable = new BasicDrawable((vpMat, camPos) => RenderVR(vpMat, camPos)); } else { Input = new OpenGLInputObservable(this); } // not sure how we should handle the ICamera interface in VR yet var cam = new FreeCamera(Input); cam.MaxRange = FarClip; cam.MinRange = NearClip; toDispose.Add(cam); Camera = cam; bodies = graphicalBodies.ToList(); lightSources = lights.ToList(); BindEvents(); }
public HelloVRWindow(string windowTitle) : base(1280, 720, GraphicsMode.Default, windowTitle, GameWindowFlags.Default) { scene = OpenVRScene.Create(0.1f, 20.0f); Load += HelloVRWindow_Load; UpdateFrame += HelloVRWindow_UpdateFrame; RenderFrame += HelloVRWindow_RenderFrame; }