public override void imagedraw(cGraphics pgraphics, int drawflags) { if ((Edged & !Filled) || ((drawflags & ACView.DF_WIREFRAME) != 0)) /* If the sphere is filled, lets not draw its edges unless we're in wireframe * The reason I put this in is because in many games the sprite by default is * edged and filled for the sake of the polygonal sprites, and then if we select * a sphere sprite and its edged as well as filled it runs too slow. */ { pgraphics.setMaterialColor(LineColor); glshape.glutWireSphere(_radius, _slices, _stacks); } if (Filled && ((drawflags & ACView.DF_WIREFRAME) == 0)) { pgraphics.setMaterialColor(FillColor); glshape.glutSolidSphere(_radius, _slices, _stacks); } }
public override void imagedraw(cGraphics pgraphics, int drawflags) { /* * if (( Edged & !Filled ) || ( (drawflags & ACView.DF_WIREFRAME) != 0 )) * { * pgraphics.setMaterialColor( LineColor ); * glshape.glutWireSphere( _radius, _slices, _stacks ); * } * if ( Filled && ( (drawflags & ACView.DF_WIREFRAME) == 0 )) * { * pgraphics.setMaterialColor( FillColor ); * glshape.glutSolidSphere( _radius, _slices, _stacks ); * } */ pgraphics.setMaterialColor(LineColor); glshape.glutWireSphere(_radius, _slices, _stacks); if (Filled) { pgraphics.setMaterialColor(FillColor); glshape.glutSolidSphere(_radius, _slices, _stacks); } }
public override void imagedraw(cGraphics pgraphics, int drawflags) { pgraphics.setMaterialColor(FillColor, .6f); pgraphics.selectTexture(new cTexture(BitmapRes.Fire, true)); glshape.glutSolidSphere(_radius, _slices, _stacks); }