int m_push_depth; // check push/pop errors #endregion Fields #region Constructors /// <summary> /// </summary> /// <param name="gl">Needed for its matrix stack.</param> /// <param name="draw_helpers">Needed only for debug draw (DebugDraw).</param> public Camera3D( GraphicsContextAlpha gl, DrawHelpers draw_helpers ) { GL = gl; m_draw_helpers = draw_helpers; m_push_depth = 0; Frustum = new Frustum(); }
/// <summary>Director constructor.</summary> Director( uint sprites_capacity, uint draw_helpers_capacity, Sce.PlayStation.Core.Graphics.GraphicsContext context ) { m_paused = false; m_frame_timer = new Timer(); m_run_with_scene_called = false; m_elapsed = 0.0; GL = new GraphicsContextAlpha( context ); DrawHelpers = new DrawHelpers( GL, draw_helpers_capacity ); SpriteRenderer = new SpriteRenderer( GL, 6 * sprites_capacity ); //DebugFlags |= GameEngine2D.DebugFlags.Log; m_canceled_replace_scene = new HashSet< Scene >(); }
/// <summary> /// </summary> /// <param name="gl">Needed for the matrix stack</param> /// <param name="draw_helpers">Needed only for debug draw</param> public Camera2D( GraphicsContextAlpha gl, DrawHelpers draw_helpers ) { GL = gl; m_draw_helpers = draw_helpers; m_data.m_support_scale = 1.0f; m_data.m_support_unit_vec = Math._01; m_data.m_support_is_y = true; m_data.m_center = GameEngine2D.Base.Math._00; m_data.m_aspect = 1.0f; m_data.m_znear = -1.0f; m_data.m_zfar = 1.0f; m_push_depth = 0; m_prev_touch_state = false; m_touch_state = false; m_drag_mode = 0; m_drag_start_pos = GameEngine2D.Base.Math._00; }