Esempio n. 1
0
        /// <summary>
        /// Constructor</summary>
        /// <param name="scene">Scene graph</param>
        public DesignControl(Scene scene)
        {
            m_scene = scene;

            m_renderAction = new RenderAction(RenderStateGuardian);
            m_pickAction   = new PickAction(RenderStateGuardian);

            // default render states. These correspond to the state of the toggles on the toolbar,
            //  like wireframe on/off, lighting on/off, backface culling on/off, and textures on/off.
            m_renderState.RenderMode     = RenderMode.Smooth | RenderMode.CullBackFace | RenderMode.Textured | RenderMode.Lit | RenderMode.Alpha;
            m_renderState.WireframeColor = new Vec4F(0, 0.015f, 0.376f, 1.0f);
            m_renderState.SolidColor     = new Vec4F(1, 1, 1, 1.0f);
        }
Esempio n. 2
0
        /// <summary>
        /// Constructor</summary>
        /// <param name="scene">Scene graph</param>
        public DesignControl(Scene scene)
        {
            m_scene = scene;

            m_renderAction = new RenderAction(RenderStateGuardian);
            m_pickAction = new PickAction(RenderStateGuardian);

            // default render states. These correspond to the state of the toggles on the toolbar,
            //  like wireframe on/off, lighting on/off, backface culling on/off, and textures on/off.
            m_renderState.RenderMode = RenderMode.Smooth | RenderMode.CullBackFace | RenderMode.Textured | RenderMode.Lit | RenderMode.Alpha;
            m_renderState.WireframeColor = new Vec4F(0, 0.015f, 0.376f, 1.0f);
            m_renderState.SolidColor = new Vec4F(1,1,1, 1.0f);
        }