protected override void OnInitialize()
        {
            this.globalSettings.BaseFrame = new Renderer.SkeletalFrame(null);
            this.globalSettings.BaseFrame.LoadBones(this.skeleton);
            this.globalSettings.CurrentFrame = new Renderer.SkeletalFrame(this.globalSettings.BaseFrame);
            this.globalSettings.CurrentFrame.LoadBones(this.skeleton);

            this.globalSettings.ViewMatrix = Matrix.LookAtRH(
                new Vector3(0, 0, 10f),
                new Vector3(0, 0, 0f),
                new Vector3(0, 1, 0));
            this.globalSettings.ViewITMatrix = Matrix.Invert(this.globalSettings.ViewMatrix);
            this.globalSettings.ViewITMatrix = Matrix.Transpose(this.globalSettings.ViewITMatrix);

            var visSkel = new Renderer.VisualSkeleton(this.globalSettings.CurrentFrame) {
                Enabled = true
            };
            renderList.Add(visSkel);
            this.globalSettings.ShaderManager.UsePixelShader = false;
        }
Exemple #2
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        protected override void OnInitialize()
        {
            this.globalSettings.BaseFrame = new Renderer.SkeletalFrame(null);
            this.globalSettings.BaseFrame.LoadBones(this.skeleton);
            this.globalSettings.CurrentFrame = new Renderer.SkeletalFrame(this.globalSettings.BaseFrame);
            this.globalSettings.CurrentFrame.LoadBones(this.skeleton);

            this.globalSettings.ViewMatrix = Matrix.LookAtRH(
                new Vector3(0, 0, 10f),
                new Vector3(0, 0, 0f),
                new Vector3(0, 1, 0));
            this.globalSettings.ViewITMatrix = Matrix.Invert(this.globalSettings.ViewMatrix);
            this.globalSettings.ViewITMatrix = Matrix.Transpose(this.globalSettings.ViewITMatrix);

            var visSkel = new Renderer.VisualSkeleton(this.globalSettings.CurrentFrame)
            {
                Enabled = true
            };

            renderList.Add(visSkel);
            this.globalSettings.ShaderManager.UsePixelShader = false;
        }