/*public Ecliptic() * : this(new Color3f(1, 1, 1), 10000, 100) * { * }*/ public Ecliptic(Color3f color, float size, int num) { if (Root.Instance.UserInterface == null) { return; } VertexP3C3[] data = new VertexP3C3[(num + 1) * 4]; int i = 0; material = Material.CreateSimpleMaterial(null); material.DepthTest = true; material.DepthWrite = true; material.Additive = true; for (int x = 0; x <= num; ++x) { float c = (float)x / (float)num; float a = c * size - size / 2; float b = size / 2; c /= 6; data[i].Color = new Color3f(c, 0, 0.5f); data[i++].Position = new Vector3(a, 0, b); data[i].Color = new Color3f(c, 0, 0.5f); data[i++].Position = new Vector3(a, 0, -b); data[i].Color = new Color3f(0, c, 0.5f); data[i++].Position = new Vector3(b, 0, a); data[i].Color = new Color3f(0, c, 0.5f); data[i++].Position = new Vector3(-b, 0, a); } vertices = Root.Instance.UserInterface.Renderer.CreateStaticVertexBuffer(data, (num + 1) * 4 * 2 * 3 * 4); vertices.Format = VertexFormat.VF_P3C3; shader = Root.Instance.ResourceManager.LoadShader("simple3d.shader"); }
/*public Ecliptic() : this(new Color3f(1, 1, 1), 10000, 100) { }*/ public Ecliptic(Color3f color, float size, int num) { if (Root.Instance.UserInterface == null) return; VertexP3C3[] data = new VertexP3C3[(num + 1) * 4]; int i = 0; material = Material.CreateSimpleMaterial(null); material.DepthTest = true; material.DepthWrite = true; material.Additive = true; for (int x = 0; x <= num; ++x) { float c = (float)x / (float)num; float a = c * size - size / 2; float b = size / 2; c /= 6; data[i].Color = new Color3f(c, 0, 0.5f); data[i++].Position = new Vector3(a, 0, b); data[i].Color = new Color3f(c, 0, 0.5f); data[i++].Position = new Vector3(a, 0, -b); data[i].Color = new Color3f(0, c, 0.5f); data[i++].Position = new Vector3(b, 0, a); data[i].Color = new Color3f(0, c, 0.5f); data[i++].Position = new Vector3(-b, 0, a); } vertices = Root.Instance.UserInterface.Renderer.CreateStaticVertexBuffer(data, (num + 1) * 4 * 2 * 3 * 4); vertices.Format = VertexFormat.VF_P3C3; shader = Root.Instance.ResourceManager.LoadShader("simple3d.shader"); }