public static void DrawArrowCap(GUILayer.SimpleRenderingContext context, Matrix4F xform, Color color) { GameEngine.DrawIndexedPrimitive(context, PrimitiveType.TriangleList, s_arrowCapVertId, s_arrowCapIndexId, 0, s_arrowCapIndexCount, 0, color, xform); }
public static void DrawSphere(GUILayer.SimpleRenderingContext context, Matrix4F xform, System.Drawing.Color color) { GameEngine.DrawIndexedPrimitive(context, PrimitiveType.TriangleList, s_sphereVertId, s_sphereIndexId, 0, s_sphereIndexCount, 0, color, xform); }
public static void DrawCube(Matrix4F xform, Color color) { GameEngine.DrawIndexedPrimitive(PrimitiveType.TriangleList, s_cubeVertId, s_cubeIndexId, 0, s_cubeIndexCount, 0, color, xform); }
public static void DrawSphere(Matrix4F xform, System.Drawing.Color color) { GameEngine.DrawIndexedPrimitive(PrimitiveType.TriangleList, s_sphereVertId, s_sphereIndexId, 0, s_sphereIndexCount, 0, color, xform); }
public static void DrawSphere(Matrix4F xform, System.Drawing.Color color) { GameEngine.DrawIndexedPrimitive(PrimitiveType.TriangleList, s_triLisVbId, s_triListIbid, s_sphereStartIndex, s_sphereIndexCount, s_sphereStartVertex, color, xform, RenderFlag); }
public static void DrawCone(Matrix4F xform, Color color) { Matrix4F transposeOfInverse = new Matrix4F(xform); transposeOfInverse.Transpose(transposeOfInverse); transposeOfInverse.Invert(transposeOfInverse); GameEngine.DrawIndexedPrimitive(PrimitiveType.TriangleList, s_coneVertId, s_coneIndexId, 0, s_coneIndexCount, 0, color, xform, RenderFlag); }
public static void DrawAABB(GUILayer.SimpleRenderingContext context, AABB bound) { // create matrix from AABB Vec3F trans = bound.Center; Vec3F diag = bound.Max - bound.Min; T1.Set(trans); T1.M11 = diag.X; T1.M22 = diag.Y; T1.M33 = diag.Z; GameEngine.DrawIndexedPrimitive(context, PrimitiveType.LineList, s_boxVertsId, s_boxIndicesId, 0, s_boxIndicesCount, 0, Color.White, T1); }