public override void Draw(SceneGraph.Cameras.Camera camera = null) { var gl = OpenGL; if (gl == null) { return; } // TODO: we must decide what to do about drawing - are // cameras completely outside of the responsibility of the scene? // If no camera has been provided, use the current one. ScientificCamera currentCamera = this.CurrentCamera; currentCamera.Project(gl, ECameraType.Ortho); //gl.BindTexture(OpenGL.GL_TEXTURE_2D, 0); // Render the root element, this will then render the whole // of the scene tree. MyRenderElement(SceneContainer, gl, RenderMode.Design); // TODO: Adding this code here re-enables textures- it should work without it but it // doesn't, look into this. //gl.BindTexture(OpenGL.GL_TEXTURE_2D, 0); //gl.Enable(OpenGL.GL_TEXTURE_2D); gl.Flush(); }
/// <summary> /// Draw the scene. /// </summary> /// <param name="renderMode">Use Render for normal rendering and HitTest for picking.</param> /// <param name="camera">Keep this to null if <see cref="CurrentCamera"/> is already set up.</param> public void Draw(RenderMode renderMode = RenderMode.Render, SceneGraph.Cameras.Camera camera = null) { var gl = OpenGL; if (gl == null) { return; } // TODO: we must decide what to do about drawing - are // cameras completely outside of the responsibility of the scene? // If no camera has been provided, use the current one. if (camera == null) { camera = CurrentCamera; } if (IsClear) { if (renderMode == RenderMode.HitTest) { // When picking on a position that no model exists, // the picked color would be // = 255 // + 255 << 8 // + 255 << 16 // + 255 << 24 // = 255 // + 65280 // + 16711680 // + 4278190080 // = 4294967295 // This makes it easier to determin whether we picked something or not. gl.ClearColor(1, 1, 1, 1); } else { // Set the clear color. float[] clear = (SharpGL.SceneGraph.GLColor)ClearColor; gl.ClearColor(clear[0], clear[1], clear[2], clear[3]); } } // Reproject. if (camera != null) { camera.Project(gl); } if (IsClear) { // Clear. gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT | OpenGL.GL_STENCIL_BUFFER_BIT); } //gl.BindTexture(OpenGL.GL_TEXTURE_2D, 0); SharedStageInfo info = this.StageInfo; info.Reset(); // Render the root element, this will then render the whole // of the scene tree. MyRenderElement(SceneContainer, gl, renderMode, info); // TODO: Adding this code here re-enables textures- it should work without it but it // doesn't, look into this. //gl.BindTexture(OpenGL.GL_TEXTURE_2D, 0); //gl.Enable(OpenGL.GL_TEXTURE_2D); gl.Flush(); }