public void Show(IGameObject owner) { var renderer = new Render.ShapeRenderer <Render.Shape.Circle>(new Render.Shape.Circle()); renderer.TransformCallback = new Action <System.Drawing.Drawing2D.Matrix>((transform) => { var position = owner.Execute <Entity.Vector>("GetCurrentPosition"); transform.Translate(position.X, position.Y); }); render = renderer; World.RenderManager.Regist(render); }
//protected bool CanRender { get { return mBackBuffer != IntPtr.Zero; } } public MainWindow() { mRender = Render.Direct3D.RenderFactory.CreateRender(Render.Direct3D.RenderType.Direct3D11); mRender.BackgroundColor = Colors.BlueViolet; mD3DImage = new D3DImage(); mD3DImage.IsFrontBufferAvailableChanged += OnIsFrontBufferAvailableChanged; // Do this before initializing components to make the resouce available to XAML Resources["D3DImage"] = new ImageBrush(mD3DImage); InitializeComponent(); }
public void Hide(IGameObject owner) { World.RenderManager.Unregist(render); render = null; }
public static void Unregist(Render.IRender renderable) { renders.Remove(renderable); }
public static void Regist(Render.IRender renderable) { // QTree로 빼야할 듯. renders.Add(renderable); }