protected override void BeginRender(GraphicsInterface GI) { GI.Features.Texturing2D.Enable(); GI.TexEnv(TextureEnvModeParam.Decal); GI.FrontFace(FrontFaceDirection.Cw); GI.PolygonMode(GLFace.Front, PolygonMode.Fill); }
protected override void BeginRender(GraphicsInterface GI) { GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureMinFilter, TextureMinFilter.Linear); GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureMagFilter, TextureMagFilter.Linear); GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureWrapS, TextureWrapMode.Clamp); GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureWrapT, TextureWrapMode.Clamp); GI.TexEnv(TextureEnvModeParam.Modulate); GI.Features.Texturing2D.Enable(); // Set drawing color to white GI.Drawing.Color = ColorRGBA.White; GI.FrontFace(FrontFaceDirection.Cw); GI.PolygonMode(GLFace.Front, PolygonMode.Fill); CylinderTexture.Bind(); }
public override void Render(GraphicsInterface GI) { GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureMinFilter, TextureMinFilter.Linear); GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureMagFilter, TextureMagFilter.Linear); GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureWrapS, TextureWrapMode.Repeat); GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureWrapT, TextureWrapMode.Repeat); GI.TexEnv(TextureEnvModeParam.Modulate); GI.Features.Texturing2D.Enable(); if (fMirrorView) GI.FrontFace(FrontFaceDirection.Cw); else GI.FrontFace(FrontFaceDirection.Ccw); if (null != fTexture) fTexture.Bind(); base.Render(GI); if (null != fTexture) fTexture.Unbind(); }
void SetupTextureOptions(GraphicsInterface GI) { if (fTexture != null && ShowTexture) { GI.Features.Texturing2D.Enable(); fTexture.Bind(); GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureMinFilter, TextureMinFilter.Linear); GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureMagFilter, TextureMagFilter.Linear); GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureWrapS, TextureWrapMode.Repeat); GI.TexParameter(TextureParameterTarget.Texture2d, TextureParameterName.TextureWrapT, TextureWrapMode.Repeat); GI.TexEnv(TextureEnvModeParam.Modulate); //GI.FrontFace(FrontFaceDirection.Ccw); } }