public override void Initialize() { _vertices=new [] { //new VertexN3fV3f(new Vector3(-1,-1,-1), MinBounding.X,MinBounding.Y,MinBounding.Z), //new VertexN3fV3f(new Vector3(-1,-1,1),MinBounding.X,MinBounding.Y,MaxBounding.Z), //new VertexN3fV3f(new Vector3(1,-1,1),MaxBounding.X,MinBounding.Y,MaxBounding.Z), //new VertexN3fV3f(new Vector3(1,-1,-1),MaxBounding.X,MinBounding.Y,MinBounding.Z), //new VertexN3fV3f(new Vector3(-1,1,-1),MinBounding.X,MaxBounding.Y,MinBounding.Z), //new VertexN3fV3f(new Vector3(-1,1,1),MinBounding.X,MaxBounding.Y,MaxBounding.Z), //new VertexN3fV3f(new Vector3(1,1,1),MaxBounding.X,MaxBounding.Y,MaxBounding.Z), //new VertexN3fV3f(new Vector3(1,1,-1),MaxBounding.X,MaxBounding.Y,MinBounding.Z), new VertexC4ubV3f(MinBounding.X,MinBounding.Y,MinBounding.Z,Color.LightSteelBlue), new VertexC4ubV3f(MinBounding.X,MinBounding.Y,MaxBounding.Z,Color.LightSteelBlue), new VertexC4ubV3f(MaxBounding.X,MinBounding.Y,MaxBounding.Z,Color.LightSteelBlue), new VertexC4ubV3f(MaxBounding.X,MinBounding.Y,MinBounding.Z,Color.LightSteelBlue), new VertexC4ubV3f(MinBounding.X,MaxBounding.Y,MinBounding.Z,Color.DodgerBlue), new VertexC4ubV3f(MinBounding.X,MaxBounding.Y,MaxBounding.Z,Color.DodgerBlue), new VertexC4ubV3f(MaxBounding.X,MaxBounding.Y,MaxBounding.Z,Color.DodgerBlue), new VertexC4ubV3f(MaxBounding.X,MaxBounding.Y,MinBounding.Z,Color.DodgerBlue), }; _indices = new short[] { 0, 1, 5, 5, 4, 0, 1, 2, 6, 6, 5, 1, 2, 3, 7, 7, 6, 2, 3, 0, 4, 4, 7, 3, 4, 5, 6, 6, 7, 4, }; _boundingBoxVertexBufferObject = VertexBufferObject.LoadVBO(_vertices, _indices, BufferUsageHint.StaticDraw); Textures.TextureLoaderParameters.FlipImages = false; Textures.TextureLoaderParameters.MagnificationFilter = TextureMagFilter.Linear; Textures.TextureLoaderParameters.MinificationFilter = TextureMinFilter.Linear; Textures.TextureLoaderParameters.WrapModeS = TextureWrapMode.ClampToEdge; Textures.TextureLoaderParameters.WrapModeT = TextureWrapMode.ClampToEdge; Textures.TextureLoaderParameters.EnvMode = TextureEnvMode.Modulate; ImageDDS.LoadFromDisk(_texture, out _textureIndex, out _textureTarget); _shaderParameters = Shaders.ShaderTextureParameters.GetShaderTextureParameters(this.GetType()); _boundingBoxShader.UseShader = false; base.Initialize(); }
public override void Initialize() { _earthShader.UseShader = true; GL.Disable(EnableCap.Dither); GL.Enable(EnableCap.CullFace); GL.PolygonMode(MaterialFace.Front, PolygonMode.Fill); //GL.PolygonMode(MaterialFace.Back, PolygonMode.Line); //Textures Textures.TextureLoaderParameters.FlipImages = false; Textures.TextureLoaderParameters.MagnificationFilter = TextureMagFilter.Linear; Textures.TextureLoaderParameters.MinificationFilter = TextureMinFilter.Linear; Textures.TextureLoaderParameters.WrapModeS = TextureWrapMode.ClampToEdge; Textures.TextureLoaderParameters.WrapModeT = TextureWrapMode.ClampToEdge; Textures.TextureLoaderParameters.EnvMode = TextureEnvMode.Modulate; ImageDDS.LoadFromDisk(TMU0Filename, out TMU0_Handler, out TMU0_Target); _shaderParameters = Shaders.ShaderTextureParameters.GetShaderTextureParameters(this.GetType()); Radius = 30; sphere = new SlicedSphere(Radius, Vector3d.Zero, SlicedSphere.eSubdivisions.Five, new SlicedSphere.eDir[] {SlicedSphere.eDir.All}, true); base.Initialize(); }
public override void Initialize() { _terrainShader.UseShader = true; _triangleVertices = new VertexT2fC3fV3f[_xNumber * _zNumber]; vertexHeight = LoadTerrain(terrainFile, out minHeight, out maxHeight); if (vertexHeight != null) { InitializeVertices(); triangleElements = rectangleIndices.ToArray(); _terrainVertexBufferObject = VertexBufferObject.LoadVBO(_triangleVertices, triangleElements, BufferUsageHint.StaticDraw); } _shaderParameters = Shaders.ShaderTextureParameters.GetShaderTextureParameters(this.GetType()); Textures.LoadGLTextures(_textures, ref _textureIndices); GL.Enable(EnableCap.Light0); GL.Light(LightName.Light0, LightParameter.SpotDirection, 0); GL.Light(LightName.Light0, LightParameter.Position, _sunVector); GL.Light(LightName.Light0, LightParameter.Ambient, Color.White); GL.Light(LightName.Light0, LightParameter.Diffuse, _sunColor); GL.Light(LightName.Light0, LightParameter.Specular, _sunColor); base.Initialize(); }