public override void WindowResized(int width, int height, float FOV) { CgGl.cgGLSetParameter3f(m_CGparam_viewParamsPass1, width, height, FOV); checkForCgError("setting viewParams pass 1"); CgGl.cgGLSetParameter3f(m_CGparam_viewParamsPass2, width, height, FOV); checkForCgError("setting viewParams pass 2"); }
private void SetShaderParametersPass2(Vector3f eyeVect) { CgGl.cgGLSetParameter3f(m_CGparam_eyePositionPass2, ViewerPosition.x, ViewerPosition.y, ViewerPosition.z); checkForCgError("setting eyePos2"); // Track the combined model-view-projection matrix CgGl.cgGLSetStateMatrixParameter(m_CGparam_modelViewProjPass2, CgGl.CG_GL_MODELVIEW_PROJECTION_MATRIX, CgGl.CG_GL_MATRIX_IDENTITY); checkForCgError("setting model view projection matrix parameter2"); //set modelViewIT matrix CgGl.cgGLSetStateMatrixParameter(m_CGparam_modelViewITPass2, CgGl.CG_GL_MODELVIEW_MATRIX, CgGl.CG_GL_MATRIX_INVERSE_TRANSPOSE); checkForCgError("setting model view IT matrix parameter2"); CgGl.cgGLSetStateMatrixParameter(m_CGparam_modelViewPass2, CgGl.CG_GL_MODELVIEW_MATRIX, CgGl.CG_GL_MATRIX_IDENTITY); checkForCgError("setting model view matrix parameter2"); }