public static AGameObject f16(ShaderProgram program, Vector4 position, bool IsTextured) { MyComplexObjectFactory2 objF16 = MyComplexObjectFactory2.LoadFromFile(@"Models\f16.obj", 0); ARenderable2 f16Rend; if (IsTextured) { f16Rend = new TextureRender2(program.program, objF16.GetVerts(), objF16.GetTextureCoords(), objF16.GetNormals(), objF16.GetIndices(), @"Textures\f16.bmp"); } else { f16Rend = new TextureRender2(program.program, objF16.GetVerts(), objF16.GetIndices()); } AGameObject f16 = new CowObject(f16Rend, new Vector4(0f, 0f, 0f, 0f), position, objF16.CalculateObjectCenter(), 100); f16.Rotate(0, null); return(f16); }
public static AGameObject bus(ShaderProgram program, Vector4 position, bool IsTextured) { MyComplexObjectFactory2 objBus = MyComplexObjectFactory2.LoadFromFile(@"Models\bus.obj", 1); ARenderable2 busRend; if (IsTextured) { busRend = new TextureRender2(program.program, objBus.GetVerts(), objBus.GetTextureCoords(), objBus.GetNormals(), objBus.GetIndices(), @"Textures\bus.png"); } else { busRend = new TextureRender2(program.program, objBus.GetVerts(), objBus.GetIndices()); } AGameObject bus = new CowObject(busRend, new Vector4(0f, 0f, 0f, 0f), position, objBus.CalculateObjectCenter(), 100); bus.Rotate(150, null); bus.rot_dir = true; return(bus); }