private void UpdateQuad() { quadRenderer.Begin(); quadRenderer.Quad( new Vector3(renderer.Width - texture.Size.Width, 0, 0.0f), new Vector3(renderer.Width, texture.Size.Height, 0.0f) ); quadRenderer.End(); }
public void UpdateQuads() { int n = currentLightCount; float gap = 5.0f; float size = (renderer.Width / (n + 1)) - gap; float x = gap; quadRenderer.Begin(); for (int i = 0; i < n; ++i) { quadRenderer.Quad( new Vector3(x, gap, (float)(i)), new Vector3(x + size, gap + size, (float)(i)) ); x += size + gap; } quadRenderer.End(); }
void UpdateQuad() { quadRenderer.Begin(); quadRenderer.Quad(Vector3.Zero, new Vector3(window.Width, window.Height, 0.0f)); quadRenderer.End(); }
public void Render() { renderer.Push(); quadRenderer.Begin(); Vector3 o = new Vector3(10.0f, 64, 0.0f); Vector3 a = o; float alpha = 0.50f; textRenderer.TextBuffer.BeginPrint(); foreach (var timer in Timer.Timers) { quadRenderer.Quad( o, o + new Vector3(10.0f * timer.CPUTime, 5.0f, 0.0f), new Vector4(timer.Color, alpha) ); o.Y += 6.0f; quadRenderer.Quad( o, o + new Vector3(10.0f * timer.GPUTime, 5.0f, 0.0f), new Vector4(timer.Color, alpha) ); textRenderer.TextBuffer.LowPrint( o.X, o.Y - 4.0f, 0.0f, timer.ToString() ); o.Y += 6.0f; } quadRenderer.Quad( new Vector3(10.0f + 159.0f, a.Y, 0.0f), new Vector3(10.0f + 161.0f, o.Y, 0.0f), new Vector4(1.0f, 1.0f, 1.0f, alpha) ); quadRenderer.End(); textRenderer.TextBuffer.EndPrint(); renderer.Requested.Mesh = textRenderer.TextBuffer.Mesh; renderer.Requested.Material = textRenderer.Material; renderer.Requested.Program = textRenderer.Material.Program; renderer.Requested.MeshMode = MeshMode.PolygonFill; //renderer.SetTexture("t_font", textRenderer.TextBuffer.FontStyle.Texture); renderer.SetFrame(renderer.DefaultFrame); renderer.RenderCurrent(); renderer.Global.Floats("alpha").Set(0.5f); renderer.Global.Sync(); renderer.Requested.Mesh = quadRenderer.Mesh; // \todo //renderer.Requested.Material = uiMaterial; // this has blending on renderer.Requested.Program = renderer.Programs["ColorFill"]; //colorFill; renderer.Requested.MeshMode = MeshMode.PolygonFill; renderer.SetFrame(renderer.DefaultFrame); renderer.RenderCurrent(); renderer.Pop(); }