public override void OnGLPaint(C2DGraphics gr) { base.OnGLPaint(gr); if (mGLImageCach == null) { mGLImageCach = gr.GetImage(mGLImage); if (mGLImageCach == null) { return; } mSubImgWidth = mGLImageCach.w / Style.SubImgCount; } GuiControlStyle stl = Style; if (stl.SubImgCount == 4) { GLPaint4(gr); } if (stl.SubImgCount == 1) { GLPaint1(gr, stl); } C2DImage cimg = stl.CheckedImageCach; if (Enabled && (cimg != null)) { int chimgw = cimg.w / 2; int posx = Checked ? chimgw : 0; gr.SetColor(stl.CheckedColor); gr.Image(cimg, posx, 0, chimgw, cimg.h, 0, 0, Width, Height); } }
public Quad3d() { points = new Point3d[4]; for (int i = 0; i < 4; i++) { points[i] = new Point3d(0, 0, 0); } img = null; imgname = null; }
public override void OnGLPaint(C2DGraphics gr) { base.OnGLPaint(gr); if (mGLImageCach == null) { mGLImageCach = gr.GetImage(mGLImage); if (mGLImageCach == null) { return; } gr.SetColor(Style.ForeColor); gr.Image(mGLImageCach, 0, 0, mGLImageCach.w, mGLImageCach.h, 0, 0, Width, Height); } }
public void RenderGL() { if ((img == null) && (imgname != null)) { img = UVDLPApp.Instance().m_2d_graphics.GetImage(imgname); } if (img != null) { GL.Enable(EnableCap.Texture2D); GL.BindTexture(TextureTarget.Texture2D, img.tex); //GL.Begin(BeginMode.Quads); GL.Begin(PrimitiveType.Quads); GL.Color3(Color.White); GL.TexCoord2(img.x2, img.y1); GL.Vertex3(points[0].x, points[0].y, points[0].z); GL.TexCoord2(img.x1, img.y1); GL.Vertex3(points[1].x, points[1].y, points[1].z); GL.TexCoord2(img.x1, img.y2); GL.Vertex3(points[2].x, points[2].y, points[2].z); GL.TexCoord2(img.x2, img.y2); GL.Vertex3(points[3].x, points[3].y, points[3].z); GL.End(); GL.Disable(EnableCap.Texture2D); } else { GL.Begin(PrimitiveType.Quads); GL.Color3(col); for (int i = 0; i < 4; i++) { GL.Vertex3(points[i].x, points[i].y, points[i].z); } GL.End(); } }