//internal Platform(string gameObjectId) // : base(gameObjectId) //{ // CeilingTexture = new LevelTextureAttribute(); // FloorTexture = new LevelTextureAttribute(); // WallTexture = new LevelTextureAttribute(); //} internal Platform() : base() { CeilingTexture = new LevelTextureAttribute(); FloorTexture = new LevelTextureAttribute(); WallTexture = new LevelTextureAttribute(); }
//internal Corridor(string gameObjectId) // : base(gameObjectId) //{ // CeilingTexture = new LevelTextureAttribute(); // CeilingWallTexture = new LevelTextureAttribute(); // FloorTexture = new LevelTextureAttribute(); // FloorWallTexture = new LevelTextureAttribute(); //} internal Corridor() : base() { CeilingTexture = new LevelTextureAttribute(); CeilingWallTexture = new LevelTextureAttribute(); FloorTexture = new LevelTextureAttribute(); FloorWallTexture = new LevelTextureAttribute(); }
//internal Wall(string gameObjectId) // : base(gameObjectId) //{ // WallTexture = new LevelTextureAttribute(); //} internal Wall() : base() { WallTexture = new LevelTextureAttribute(); }
private static void SetupTexture(LevelTextureAttribute wt) { GL.MatrixMode(MatrixMode.Texture); GL.PushMatrix(); GL.LoadIdentity(); GL.Translate(wt.xOffset, wt.yOffset, 0); GL.Scale(-wt.xScale, wt.yScale, 1); GL.Rotate(wt.Rotation, 0, 0, 1); GL.PopMatrix(); GL.MatrixMode(MatrixMode.Modelview); }