private static void sendToList(RenderList target, List <Renderable> container) { foreach (Renderable r in container) { r.sendToRenderer(target); } }
public void sendToRenderer(RenderList r, vec3 pos, quat rot) { foreach (MeshPart part in parts) { r.add(part, pos, rot); } }
public void render(int width, int height, Camera c) { Setup.view3d(width, height); using (PushedMatrix fm = new PushedMatrix()) { c.sendRotation(); RenderList list = new RenderList(); cameraSendTo(list); list.render(); } Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT); using (PushedMatrix fm = new PushedMatrix()) { c.sendRotationAndPosition(); RenderList list = new RenderList(); worldSendTo(list); list.render(); } }
public void sendToRenderer(RenderList r) { mesh.Ref.Compiled.sendToRenderer(r, pos, rot); }
public void sendToRenderer(RenderList r) { r.add(this, 0); }
public abstract void cameraSendTo(RenderList list);
public abstract void worldSendTo(RenderList list);
public override void worldSendTo(RenderList list) { sendToList(list, worldRenderables); }
public override void cameraSendTo(RenderList list) { sendToList(list, cameraRenderables); }