void Content_Loaded(object sender, System.Windows.RoutedEventArgs e) { _reflectionMapTexture = LoadTexture("/Balder.Silverlight.SampleBrowser;component/Samples/Materials/MaterialPicker/Assets/ReflectionMap.jpg"); _visualStudioTexture = LoadTexture("/Balder.Silverlight.SampleBrowser;component/Samples/Materials/MaterialPicker/Assets/VisualStudio.png"); _balderLogoTexture = LoadTexture("/Balder.Silverlight.SampleBrowser;component/Samples/Materials/MaterialPicker/Assets/BalderLogo.png"); HandleSelection(); }
private void HandleTextureSelection() { switch( TextureComboBox.SelectedIndex ) { case 0: { _selectedTexture = _reflectionMapTexture; } break; case 1: { _selectedTexture = _visualStudioTexture; } break; case 2: { _selectedTexture = _balderLogoTexture; } break; } if( null != _selectedMaterial.DiffuseMap ) { _selectedMaterial.DiffuseMap = _selectedTexture; } else if( null != _selectedMaterial.ReflectionMap ) { _selectedMaterial.ReflectionMap = _selectedTexture; } }
private void Game_LoadContent(Game game) { _container = new Geometry(); game.Scene.AddNode(_container); _teapot = game.ContentManager.Load<Mesh>("teapot.ASE"); _container.Children.Add(_teapot); _teapot.IsVisible = false; _box = new Box {Dimension = new Coordinate(40, 40, 40)}; _box.Position.Set(0,10,0); _container.Children.Add(_box); _cylinder = new Cylinder {Segments = 16, Size = 20, TopRadius = 20, BottomRadius = 40}; _cylinder.Position.Set(0, 10, 0); _container.Children.Add(_cylinder); _ring = new Ring {Segments = 16, Size = 20, InnerRadius = 20, OuterRadius = 40}; _ring.Position.Set(0, 10, 0); _container.Children.Add(_ring); _reflectionMapTexture = LoadTexture("/Balder.Silverlight.SampleBrowser;component/Samples/Programatic/Materials/Assets/ReflectionMap.jpg"); _visualStudioTexture = LoadTexture("/Balder.Silverlight.SampleBrowser;component/Samples/Programatic/Materials/Assets/VisualStudio.png"); _balderLogoTexture = LoadTexture("/Balder.Silverlight.SampleBrowser;component/Samples/Programatic/Materials/Assets/BalderLogo.png"); _flatMaterial = new Material { Diffuse = Colors.Red, Shade = MaterialShade.Flat }; _gouraudMaterial = new Material { Diffuse = Colors.Red, Shade = MaterialShade.Gouraud }; _texturedMaterial = new Material { DiffuseMap = _reflectionMapTexture, Shade = MaterialShade.Flat, }; _reflectionMaterial = new Material { ReflectionMap = _reflectionMapTexture, Shade = MaterialShade.Flat }; }