internal void mousePole_WorldMatrixChanged(object sender, MatrixChangedEventArgs e) { var translation = e.Delta.ExtractTranslation(); this.marker.Translation += translation; if (MarkerUpdated != null) MarkerUpdated(this, null); if (MarkerUpdatedCallback != null) MarkerUpdatedCallback(this.WorldMatrix); }
private void OnViewProjectionMatrixChanged(MatrixChangedEventArgs e) { if (ViewProjectionMatrixChanged != null) { ViewProjectionMatrixChanged(this, e); } }
private void OnProjectionChanged(MatrixChangedEventArgs e) { if (ProjectionChanged != null) { ProjectionChanged(this, e); } }
void Camera_ViewProjectionMatrixChanged(object sender, MatrixChangedEventArgs e) { foreach (var program in Shaders) { program.Value["viewProjectionMatrix"] = e.Matrix; } }
void OnViewMatrixChanged(MatrixChangedEventArgs e) { if (ViewMatrixChanged != null) { ViewMatrixChanged(this, e); } }
private void Camera_ViewProjectionMatrixChanged(object sender, MatrixChangedEventArgs e) { foreach (var program in ProgramManager) { program.Use( ); var viewProjectionMatrixUniform = program.GetUniformLocation("ViewProjectionMatrixUniform"); program.SetUniform(viewProjectionMatrixUniform, ref e.Matrix); } }
internal void mousePole_WorldMatrixChanged(object sender, MatrixChangedEventArgs e) { var translation = e.Delta.ExtractTranslation(); this.marker.Translation += translation; if (MarkerUpdated != null) { MarkerUpdated(this, null); } if (MarkerUpdatedCallback != null) { MarkerUpdatedCallback(this.WorldMatrix); } }
void OnProjectionChanged(MatrixChangedEventArgs e) { if (ProjectionChanged != null) ProjectionChanged(this, e); }
void OnViewMatrixChanged(MatrixChangedEventArgs e) { if (ViewMatrixChanged != null) ViewMatrixChanged(this, e); }
void viewport_ProjectionChanged(object sender, MatrixChangedEventArgs e) { CalculateViewProjectionMatrix(); }
private void viewport_ProjectionChanged(object sender, MatrixChangedEventArgs e) { CalculateViewProjectionMatrix(); }
private void viewport_ProjectionChanged(object sender, MatrixChangedEventArgs e) { if (!gl_loaded) return; system_program[Uniforms.ViewProjectionMatrix] = e.Matrix; program[Uniforms.ViewProjectionMatrix] = e.Matrix; viewscreenProgram[Uniforms.ViewProjectionMatrix] = e.Matrix; }
private void camera_ViewMatrixChanged(object sender, MatrixChangedEventArgs e) { if (!gl_loaded) return; // TODO: code handling when view matrix changes }
internal void UpdateWorldMatrix(object sender, MatrixChangedEventArgs e) { this.WorldMatrix = e.Matrix; }