/// <summary> /// Creates the scene. /// </summary> private void CreateScene() { // Create OpenGL. gl.Create(RenderContextType.DIBSection, 800, 600, 32, null); // Create the scene object. Scene = new Scene() { OpenGL = gl }; // Initialise the scene object. SharpGL.SceneGraph.Helpers.SceneHelper.InitialiseModelingScene(Scene); // Create a sphere. SharpGL.SceneGraph.Quadrics.Sphere sphere = new SharpGL.SceneGraph.Quadrics.Sphere(); // Add it. Scene.SceneContainer.AddChild(sphere); // Create the arcball camera. var camera = new ArcBallCamera() { Position = new Vertex(-10, -10, 10) }; Camera = camera; Scene.CurrentCamera = camera; }
/// <summary> /// Creates the scene. /// </summary> private void CreateScene() { // Create the perspective camera. var camera = new ArcBallCamera() { Name = "Look at camera", Position = new Vertex(-10, -10, 10) }; Camera = camera; /* // Create the look at camera. var camera = new LookAtCamera() { Name = "Look at camera", Position = new Vertex(-10, -10, 10), Target = new Vertex(0, 0, 0), UpVector = new Vertex(0, 0, 1) };*/ Camera = camera; // Create OpenGL. gl.Create(RenderContextType.DIBSection, 800, 600, 32, null); // Create the scene object. Scene = new Scene() { OpenGL = gl }; // Initialise the scene. SceneHelper.InitialiseModelingScene(Scene); Scene.CurrentCamera = camera; // Set the polygon mode. openGlAttributes = (Scene.SceneContainer.Effects[0] as OpenGLAttributesEffect); openGlAttributes.PolygonAttributes.PolygonMode = PolygonMode.Lines; // Set the attributes as a scene level effect. Scene.SceneContainer.AddEffect(openGlAttributes); }
internal static bool Equal(ArcBallCamera x, ArcBallCamera y) { return CamerasEqual(x, y); }