public TriangleMesh(Transform o2w, Transform w2o, bool ro, int nt, int nv, int[] vi, Point[] P, Normal[] N, Vector[] S, float[] uv, Texture<float> atex) : base(o2w, w2o, ro) { alphaTexture = atex; ntris = nt; nverts = nv; MathHelper.Copy<int>(ref vertexIndex, ref vi); if (uv != null) { MathHelper.Copy<float>(ref uvs, ref uv); } else uvs = null; if (N != null) { MathHelper.Copy<Normal>(ref n, ref N); } else n = null; if (S != null) { MathHelper.Copy<Vector>(ref s, ref S); } else s = null; for (int i = 0; i < nverts; ++i) p[i] = (ObjectToWorld)[P[i]]; }
public void SetCD(Texture c) { ambient.Texture = diffuse.Texture = c; }
public SV_Matte(float ka, float kd, Texture texture) { SetKA(ka); SetKD(kd); SetCD(texture); }
public void SetSpecularColor(Texture c) { specular.SpecularTexture = c; }
public void SetReflectiveTexture(Texture t) { reflective.SetTexture(t); }
public void SetTexture(Texture tex) { t = tex; }
public void SetTexture(Texture c) { reflective_brdf.SetTexture(c); }
public void SetTexture(Texture c) { cr = c; }
public void SetTextures(Texture t1, Texture t2) { texture1 = t1; texture2 = t2; }