コード例 #1
0
ファイル: Game1.cs プロジェクト: Sefsef/GraphicsPractical3
        protected override void Initialize()
        {
            // Copy over the device's rasterizer state to change the current fillMode
            this.GraphicsDevice.RasterizerState = new RasterizerState() { CullMode = CullMode.None };
            // Set up the window
            this.graphics.PreferredBackBufferWidth = 800;
            this.graphics.PreferredBackBufferHeight = 600;
            this.graphics.IsFullScreen = false;
            // Let the renderer draw and update as often as possible
            this.graphics.SynchronizeWithVerticalRetrace = false;
            this.IsFixedTimeStep = false;
            // Flush the changes to the device parameters to the graphics card
            this.graphics.ApplyChanges();
            // Initialize the camera
            this.camera = new Camera(new Vector3(0, 50, 100), new Vector3(0, 0, 0), new Vector3(0, 1, 0));

            this.IsMouseVisible = true;

            base.Initialize();
        }
コード例 #2
0
ファイル: Game1.cs プロジェクト: kriepy/Graphics
        protected override void Initialize()
        {
            device = graphics.GraphicsDevice;
            // Copy over the device's rasterizer state to change the current fillMode
            device.RasterizerState = new RasterizerState() { CullMode = CullMode.None };
            // Set up the window
            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 600;
            graphics.IsFullScreen = false;
            // Let the renderer draw and update as often as possible
            graphics.SynchronizeWithVerticalRetrace = false;
            this.IsFixedTimeStep = false;
            // Flush the changes to the device parameters to the graphics card
            graphics.ApplyChanges();
            // Initialize the camera
            camera = new Camera(camEye, new Vector3(0, 0, 0), new Vector3(0, 1, 0));

            // initialize render target
            renderTarget = new RenderTarget2D(device, device.PresentationParameters.BackBufferWidth,
                device.PresentationParameters.BackBufferHeight, false, device.PresentationParameters.BackBufferFormat,
                DepthFormat.Depth24);

            IsMouseVisible = true;

            // generate several world matrices for translating the multiple models for use in the culling exersize
            Matrix World2 = Matrix.CreateScale(2.0f);
            Matrix Rotate2 = Matrix.CreateRotationY((float)Math.PI * rotationAmount);
            Matrix Translate;

            for (int i = 0; i < model2.Length; i++)
            {
                Translate = Matrix.CreateTranslation(new Vector3((i - 2) * 150, 0, 0));
                World2n[i] = Rotate2 * World2 * Translate;

            }

            base.Initialize();
        }