コード例 #1
0
ファイル: Sky.cs プロジェクト: bosoni/csat
        /// <summary>
        /// lataa skybox (ei cubemap). skyName on nimen alkuosa eli esim plainsky_  jos tiedostot on plainsky_front.jpg, plainsky_back.jpg jne
        /// ext on tiedoston pääte eli esim jpg, dds
        /// </summary>
        public static Sky Load(string skyName, string ext)
        {
            Sky sky = new Sky();
            string[] sideStr = { "top", "bottom", "left", "right", "front", "back" };
            Node skyNode = new Node();
            DotScene ds = DotScene.Load("sky/sky.scene", skyNode);

            int side = 0;
            TextureLoaderParameters.WrapModeS = TextureWrapMode.ClampToEdge;
            TextureLoaderParameters.WrapModeT = TextureWrapMode.ClampToEdge;
            TextureLoaderParameters.FlipImages = false;
            skyNode.GetList(true);
            for (int q = 0; q < ObjList.Count; q++)
            {
                OgreMesh m = ObjList[q] as OgreMesh;

                if (m != null)
                {
                    sky.skyboxSides[side] = m;
                    m.Boundings = null;
                    m.CastShadow = false;

                    string fileName = skyName + sideStr[side] + "." + ext;
                    m.MaterialName = fileName;
                    m.Material = Material.GetMaterial(fileName + "_material");
                    m.Material.Textures[Settings.COLOR_TEXUNIT].Tex = Texture.Load(m.MaterialName);
                    side++;
                }
            }
            TextureLoaderParameters.FlipImages = true;
            TextureLoaderParameters.WrapModeS = TextureWrapMode.Repeat;
            TextureLoaderParameters.WrapModeT = TextureWrapMode.Repeat;

            return sky;
        }
コード例 #2
0
ファイル: GameClass.cs プロジェクト: bosoni/csat
 public virtual void Dispose()
 {
     if (font != null) font.Dispose();
     if (colorFBO != null) colorFBO.Dispose();
     if (depthFBO != null) depthFBO.Dispose();
     if (skybox != null) skybox.Dispose();
     skybox = null;
     colorFBO = null;
     depthFBO = null;
     font = null;
     world = null;
     Node.ObjectCount = 0;
     GLSLShader.UnBindShader();
     GLSLShader.SetShader("default.shader", "");
 }