internal VectorPathShape(eFillMode fillMode, sPathFigure[] figures, sPathSegment[] segments, float[] data) { this.fillMode = fillMode; this.figures = figures; this.segments = segments; this.data = data; }
internal VectorPathShape(eFillMode fillMode, IReadOnlyCollection <sPathFigure> figures, IReadOnlyCollection <sPathSegment> segments, IReadOnlyCollection <float> data) { this.fillMode = fillMode; this.figures = figures.ToArray(); this.segments = segments.ToArray(); this.data = data.ToArray(); }
public UWB_DrawHelper() { mLod = eLevelofDetail.lodHigh; mShadeMode = eShadeMode.smGouraud; mFillMode = eFillMode.fmSolid; m_TexFileName = null; resetAttributes(); m_MatrixStack = new UWB_MatrixStack(); }
internal SimpleShape(eSegmentKind segmentKind, Vector2 startingPoint, float[] data, eFillMode fillMode = eFillMode.Winding, byte arcFlags = 0, bool isFilled = true, bool isClosed = true) { this.startingPoint = startingPoint; this.fillMode = fillMode; this.segmentKind = segmentKind; this.isFilled = isFilled; this.isClosed = isClosed; this.arcFlags = arcFlags; pointsCount = getPointsCount(segmentKind, data.Length); this.data = data; }
public UWB_Primitive() { mVisible = true; mVelocity = Vector3.Zero; mFlatColor = Color.Black; mShadingColor = Color.White; mFillMode = eFillMode.fmSolid; mShadeMode = eShadeMode.smGouraud; mPointSize = 2f; m_bBlendingEnabled = false; m_bLightingEnabled = true; m_Material = new UWB_Material(); }
/// <summary>Clear everything built. This way you can reuse the builder to build multiple paths, saves non-trivial amount of CPU time wasted on GC.</summary> public void clear() { if (fb.isOpen) { throw new ApplicationException("You must dispose the current figure before calling PathBuilder.clear()"); } data.Clear(); segments.Clear(); figures.Clear(); fillMode = eFillMode.Winding; fb = new FigureBuilder(this); }
public override void setFillMode(eFillMode fillMode) { GraphicsDevice graphicsDevice = UWB_XNAGraphicsDevice.m_TheAPI.GraphicsDevice; bool needToSetMode = false; FillMode newMode = FillMode.Solid; switch (fillMode) { case eFillMode.fmWireframe: case eFillMode.fmPoint: needToSetMode = (graphicsDevice.RasterizerState.FillMode != FillMode.WireFrame); newMode = FillMode.WireFrame; break; case eFillMode.fmSolid: needToSetMode = (graphicsDevice.RasterizerState.FillMode != FillMode.Solid); break; } RasterizerState s = new RasterizerState(); s.CullMode = CullMode.None; s.FillMode = newMode; graphicsDevice.RasterizerState = s; }
public virtual void setFillMode(eFillMode fillMode) { mFillMode = fillMode; }
public void setFillMode(eFillMode fillMode) { mFillMode = fillMode; }