public override void Draw() { //QFace[] cube = new QFace[6]; //use first one for primitive plane gl.Begin(OpenGL.GL_QUADS); //gl.Color(c.rgb); Setmaterial((float)c.R, (float)c.B, (float)c.G, gl); cube[0] = new QFace(gl, verticies[0] * size, verticies[1] * size, verticies[2] * size, verticies[3] * size);//top cube[1] = new QFace(gl, verticies[4] * size, verticies[5] * size, verticies[6] * size, verticies[7] * size);//bottom cube[2] = new QFace(gl, verticies[3] * size, verticies[2] * size, verticies[5] * size, verticies[4] * size); cube[3] = new QFace(gl, verticies[7] * size, verticies[6] * size, verticies[1] * size, verticies[0] * size); cube[4] = new QFace(gl, verticies[2] * size, verticies[1] * size, verticies[6] * size, verticies[5] * size); cube[5] = new QFace(gl, verticies[0] * size, verticies[3] * size, verticies[4] * size, verticies[7] * size); for (int i = 0; i < cube.Length; i++) { cube[i].Int(); } //base.Draw(); gl.End(); }
public override void DrawWire() { // InitiateVerticies(out Vertex[] outed); templSize = size + 0.005f; gl.Disable(OpenGL.GL_LIGHTING); gl.Begin(OpenGL.GL_LINE_LOOP); gl.Color(wire.rgb); cube[0] = new QFace(gl, verticies[0] * templSize, verticies[1] * templSize, verticies[2] * templSize, verticies[3] * templSize); //top cube[1] = new QFace(gl, verticies[4] * templSize, verticies[5] * templSize, verticies[6] * templSize, verticies[7] * templSize); //bottom cube[2] = new QFace(gl, verticies[3] * templSize, verticies[2] * templSize, verticies[5] * templSize, verticies[4] * templSize); cube[3] = new QFace(gl, verticies[7] * templSize, verticies[6] * templSize, verticies[1] * templSize, verticies[0] * templSize); cube[4] = new QFace(gl, verticies[2] * templSize, verticies[1] * templSize, verticies[6] * templSize, verticies[5] * templSize); cube[5] = new QFace(gl, verticies[0] * templSize, verticies[3] * templSize, verticies[4] * templSize, verticies[7] * templSize); for (int i = 0; i < cube.Length; i++) { cube[i].Int(); } gl.End(); gl.Begin(OpenGL.GL_POINTS); gl.Color(points.rgb); temppSize = size + 0.009f; cube[0] = new QFace(gl, verticies[0] * temppSize, verticies[1] * temppSize, verticies[2] * temppSize, verticies[3] * temppSize); //top cube[1] = new QFace(gl, verticies[4] * temppSize, verticies[5] * temppSize, verticies[6] * temppSize, verticies[7] * temppSize); //bottom cube[2] = new QFace(gl, verticies[3] * temppSize, verticies[2] * temppSize, verticies[5] * temppSize, verticies[4] * temppSize); cube[3] = new QFace(gl, verticies[7] * temppSize, verticies[6] * temppSize, verticies[1] * temppSize, verticies[0] * temppSize); cube[4] = new QFace(gl, verticies[2] * temppSize, verticies[1] * temppSize, verticies[6] * temppSize, verticies[5] * temppSize); cube[5] = new QFace(gl, verticies[0] * temppSize, verticies[3] * temppSize, verticies[4] * temppSize, verticies[7] * temppSize); for (int i = 0; i < cube.Length; i++) { cube[i].Int(); } gl.End(); gl.Enable(OpenGL.GL_LIGHTING); //base.DrawWire(); }