public void DrawImmidiateModeVertex(Vector position, Color color, Point uvs) { GL.Color4(color.Red, color.Green, color.Blue, color.Alpha); GL.TexCoord2(uvs.X, uvs.Y); //GL.Color4(System.Drawing.Color.Aquamarine); GL.Vertex3(position.X, position.Y, position.Z); ////Veiw port size; //double height = 200; //double width = 200; //double halfHeight = height / 2; //double halfWidth = height / 2; ////Sprite location //double x = 450; //double y = 450; //double z = 0; //float topUV = 0; //float bottomUV = 1; //float leftUV = 0; //float rightUV = 1; //GL.TexCoord2(leftUV, topUV); //GL.Vertex3(x - halfHeight, y + halfHeight, z); // top left //GL.TexCoord2(rightUV, topUV); //GL.Vertex3(x + halfWidth, y + halfHeight, z); // top right //GL.TexCoord2(leftUV, bottomUV); //GL.Vertex3(x - halfWidth, y - halfHeight, z); // bottom left //GL.TexCoord2(rightUV, topUV); //GL.Vertex3(x + halfWidth, y + halfHeight, z); // top right //GL.TexCoord2(rightUV, bottomUV); //GL.Vertex3(x + halfWidth, y - halfHeight, z); // bottom right //GL.TexCoord2(leftUV, bottomUV); //GL.Vertex3(x - halfWidth, y - halfHeight, z); // bottom left }
public void DrawImmidiateModeVertex(Vector position, Color color, Point uvs) { GL.Color4(color.Red, color.Green, color.Blue, color.Alpha); GL.TexCoord2(uvs.X, uvs.Y); GL.Vertex3(position.X, position.Y, position.Z); }
private void InitVertexPositions(Vector position, double width, double height) { double halfWidth = width / 2; double halfHeight = height / 2; //Clockwise creation of two triangles to make a quad. //TopLeft, TopRight, BottomLeft _vertexPositions[0] = new Vector(position.X - halfWidth, position.Y + halfHeight, position.Z); _vertexPositions[1] = new Vector(position.X + halfWidth, position.Y + halfHeight, position.Z); _vertexPositions[2] = new Vector(position.X - halfWidth, position.Y - halfHeight, position.Z); //TopRight, BottomRight, BottomLeft _vertexPositions[3] = new Vector(position.X + halfWidth, position.Y + halfHeight, position.Z); _vertexPositions[4] = new Vector(position.X + halfWidth, position.Y - halfHeight, position.Z); _vertexPositions[5] = new Vector(position.X - halfWidth, position.Y - halfHeight, position.Z); }
public void SetPosition(Vector position) { InitVertexPositions(position, GetWidth(), GetHeight()); }