public CC3DrawableNode(CC3GraphicsContext graphicsContext) : base() { _graphicsContext = graphicsContext; _drawableNodeChildren = new List<CC3DrawableNode>(); _worldScale = CC3Vector.CC3VectorUnitCube; _rotationChangeRelativeToAnchorNeededToUpdate = CC3Quaternion.CC3QuaternionIdentity; _rotationAnchorPointRelativeToPositionUsedForUpdate = CC3Vector.CC3VectorZero; }
public ShowcaseGameScene(Game game, CC3GraphicsContext graphicsContext) : base(graphicsContext) { /* this.InitializeCamera(); this.InitializeEffect(); this.InitializeCubeDrawingData(); this.InitializeCubes(); this.InitializeCameraAction(); */ _progPipeline = LCC3ProgPipeline.SharedPipeline(game); /* this.InitializeCameraForTextureTest(); this.InitializeModel(); this.InitializeTankEffect(); this.RunCameraActionForTextureTest(); */ /* this.InitializeCameraForMaterialTest(); this.InitializeMaterialCubes(); this.InitializeMaterialShader(); this.InitializeMaterials(); this.InitializeMaterialDrawingData(); */ /* this.InitializeCameraForMaterialTest(); this.InitializeMaterialCubes(); this.InitializeMaterialShader(); this.InitializeMultiTextureMaterials(); this.InitializeMaterialDrawingData(); */ this.InitializeCameraForMaterialTest(); this.InitializeParametricMeshPositions(); this.InitializeMaterialShader(); this.InitializeParametricMeshMaterials(); this.InitializeParametricMeshDrawingData(); }
public CC3MeshNode(CC3GraphicsContext graphicsContext, CC3Mesh mesh, CC3Material material) : base(graphicsContext) { _mesh = mesh; _material = material; }
public CC3Scene(CC3GraphicsContext graphicsContext) : base(graphicsContext) { _proxy2dCCScene = new ProxyCCScene(this); }