private void glControl1_Load(object sender, EventArgs e) { glControl1.VSync = true; myViewPort = new Viewport(0, 0, glControl1.Width, glControl1.Height); myCamera = new Camera(myViewPort); myCameraEventHandler = new CameraEventHandler(myCamera); myCamera.position = new Vector3(-1, 1, -1); myCamera.lookAt(Vector3.Zero); myParticleSystem = ParticleManager.loadDefinition("../data/particleSystems/ringOfFire.json"); particleSystemPropGrid.SelectedObject = myParticleSystem; updateFeatureCollection(); GL.ClearColor(0.2f, 0.2f, 0.2f, 1.0f); //setup the rendering scene myView = new Graphics.View("Main View", myCamera, myViewPort); Pass p = new Pass("model", "forward-lighting"); p.clearTarget = true; p.filter = new TypeFilter(new List <String>() { "light", "staticModel", "skinnedModel", "particle" }); myView.addPass(p); //create the default font myFont = FontManager.findFont("FREESANS"); //add the view Renderer.views[myView.name] = myView; //add the ground plane //Renderer.renderables.Add(new SimpleModel(SimpleModel.SimpleModelType.TEXURED_PLANE, new Vector3(0f, 0f, 0f), 10.0f, Color4.White)); Renderer.renderables.Add(myParticleSystem); //setup the timer myRenderTimer.Interval = 5; myRenderTimer.Tick += renderTimerElapsed; myRenderTimer.Start(); myIsLoaded = true; }
public override void addPass(Pass p) { Pass lp = new Pass(p); if (p.renderTarget == null) { lp.renderTarget = myHmd.myRenderTargets[0]; } myLeftEyeView.addPass(lp); Pass rp = new Pass(p); if (p.renderTarget == null) { rp.renderTarget = myHmd.myRenderTargets[1]; } myRightEyeView.addPass(rp); }