public void Init(KinectFrame frame, KinectCameraInfo cameraInfo) { _initialized = true; // store variables _xRes = cameraInfo.XRes; _yRes = cameraInfo.YRes; _focalLengthImage = (float)cameraInfo.FocalLengthImage; _focalLengthDepth = (float)cameraInfo.FocalLengthDetph; _depthToRgb = cameraInfo.DepthToRgb; CreateVertexBuffer(); CreateIndexBuffer(); CreateTextures(); _light = new DxLight { Type = DxLightType.None, Position = new Vector3(0, 0, 0f), Direction = new Vector3(0, 0, 1), Ambient = new Vector4(0.4f, 0.4f, 0.4f, 1.0f), Diffuse = new Vector4(1.0f, 1.0f, 1.0f, 1.0f), Specular = new Vector4(1.0f, 1.0f, 1.0f, 1.0f), Attenuation = new Vector3(0.0f, 0.005f, 0.0f), SpotPower = 0.001f, Range = 1000f }; }
public DxLight GetLight() { DxLight light = new DxLight { Type = LightType, Position = Position.ToVector3(), Direction = Direction.ToVector3(), Ambient = Ambient.ToVector4(), Diffuse = Diffuse.ToVector4(), Specular = Specular.ToVector4(), Attenuation = new Vector3(0.0f, 0.005f, 0.0f), SpotPower = 0.001f, Range = 1000f }; return(light); }
public DxLight GetLight() { DxLight light = new DxLight { Type = LightType, Position = Position.ToVector3(), Direction = Direction.ToVector3(), Ambient = Ambient.ToVector4(), Diffuse = Diffuse.ToVector4(), Specular = Specular.ToVector4(), Attenuation = new Vector3(0.0f, 0.005f, 0.0f), SpotPower = 0.001f, Range = 1000f }; return light; }