public override void Init() { RC.ClearColor = new float4(1, 1, 1, 1); _spColor = MoreShaders.GetDiffuseColorShader(RC); _colorParam = _spColor.GetShaderParam("color"); RC.SetShader(_spColor); RC.SetShaderParam(_colorParam, new float4(1, 0, 0, 1)); _watch = new Stopwatch(); _ser = new FuseeSerializer(); Debug.WriteLine("Serialisation Example started. \nPress F1 to load Mesh using MeshReader. \nPress F2 to load Mesh using Protobuf."); // Example of how to save a Mesh with protobuf to file. /*Mesh temp = MeshReader.LoadMesh(@"Assets/Teapot.obj.model"); using (var file = File.Create(@"Assets/Teapot2.protobuf.model")) { _ser.Serialize(file,temp); }*/ }
public override void Init() { RC.ClearColor = new float4(1, 1, 1, 1); _spColor = Shaders.GetDiffuseColorShader(RC); _colorParam = _spColor.GetShaderParam("color"); RC.SetShader(_spColor); RC.SetShaderParam(_colorParam, new float4(1, 0, 0, 1)); _watch = new Stopwatch(); _ser = new FuseeSerializer(); Debug.WriteLine( "Serialisation Example started. \nPress F1 to load Mesh using MeshReader. \nPress F2 to load Mesh using Protobuf."); // Example of how to save a Mesh with protobuf to file. /*Mesh temp = MeshReader.LoadMesh(@"Assets/Teapot.obj.model"); * using (var file = File.Create(@"Assets/Teapot2.protobuf.model")) * { * _ser.Serialize(file,temp); * }*/ }
public GameEntity(String meshPath, RenderContext rc, float posX = 0, float posY = 0, float posZ = 0, float angX = 0, float angY = 0, float angZ = 0) { if (meshPath.Contains("protobuf")) { _ser = new FuseeSerializer(); using (var file = File.OpenRead(meshPath)) { _mesh = _ser.Deserialize(file, null, typeof(Mesh)) as Mesh; } } else { _mesh = MeshReader.LoadMesh(meshPath); } _rc = rc; Position = float4x4.CreateRotationX(angX) * float4x4.CreateRotationY(angY) * float4x4.CreateRotationZ(angZ) * float4x4.CreateTranslation(posX, posY, posZ); SetShader(_color); }