protected override void RenderContent(GraphicsInterface GI) { // Draw Section 0 GI.PushMatrix(); GI.Rotate(0, 0, 1, 0); GI.Translate(0, 4, fSpeakerSection0.Radius * fSpeakerSeparation); fSpeakerSection0.Render(GI); GI.PopMatrix(); // Draw Section 90 GI.PushMatrix(); GI.Rotate(90, 0, 1, 0); GI.Translate(0, 4, fSpeakerSection90.Radius * fSpeakerSeparation); fSpeakerSection90.Render(GI); GI.PopMatrix(); // Draw Section 180 GI.PushMatrix(); GI.Rotate(180, 0, 1, 0); GI.Translate(0, 4, fSpeakerSection180.Radius * fSpeakerSeparation); fSpeakerSection180.Render(GI); GI.PopMatrix(); // Draw Section 270 GI.PushMatrix(); GI.Rotate(270, 0, 1, 0); GI.Translate(0, 4, fSpeakerSection270.Radius * fSpeakerSeparation); fSpeakerSection270.Render(GI); GI.PopMatrix(); }
public virtual void Render(GraphicsInterface gi) { gi.Color(fShaftColor); fAxisShaft.Render(gi); gi.PushMatrix(); gi.Translate(0.0f, 0.0f, fSpearLength); fArrowHead.Render(gi); gi.Rotate(180.0f, 1.0f, 0.0f, 0.0f); fDisk.Render(gi); gi.PopMatrix(); }
protected override void RenderContent(GraphicsInterface GI) { for (int i = 0; i < NumberOfSections; i++) { float3 trans = Translation + new float3(0, 0, -Radius * ExpansionFactor); // Draw Section 0 GI.PushMatrix(); GI.Rotate(i*ArcDegrees, 0, 1, 0); GI.Translate(trans.x, trans.y, trans.z); Sections[i].Render(GI); GI.PopMatrix(); } }
public virtual void Render(GraphicsInterface gi) { //fAxes.Render(gi); // Do a model translation before rendering? /// gi.PushMatrix(); gi.Translate(fTranslation.X, fTranslation.Y, fTranslation.Z); foreach (AABBFaceMesh rw in fWalls.Values) { rw.Render(gi); } gi.PopMatrix(); }