public void BeforeRender(WorldRenderer wr) { renderProxy = Game.Renderer.WorldVoxelRenderer.RenderAsync( wr, voxels, camera, scale, groundNormal, lightSource, lightAmbientColor, lightDiffuseColor, palette, normalsPalette, shadowPalette); }
public void BeforeRender(WorldRenderer wr) { var draw = voxels.Where(v => v.DisableFunc == null || !v.DisableFunc()); renderProxy = Game.Renderer.WorldVoxelRenderer.RenderAsync( wr, draw, camera, scale, groundNormal, lightSource, lightAmbientColor, lightDiffuseColor, palette, normalsPalette, shadowPalette); }
public VoxelRenderable(IEnumerable <VoxelAnimation> voxels, WPos pos, int zOffset, WRot camera, float scale, WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor, PaletteReference color, PaletteReference normals, PaletteReference shadow) { this.voxels = voxels; this.pos = pos; this.zOffset = zOffset; this.scale = scale; this.camera = camera; this.lightSource = lightSource; this.lightAmbientColor = lightAmbientColor; this.lightDiffuseColor = lightDiffuseColor; this.palette = color; this.normalsPalette = normals; this.shadowPalette = shadow; this.renderProxy = null; }
public VoxelRenderable(IEnumerable<VoxelAnimation> voxels, WPos pos, int zOffset, WRot camera, float scale, WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor, PaletteReference color, PaletteReference normals, PaletteReference shadow) { this.voxels = voxels; this.pos = pos; this.zOffset = zOffset; this.scale = scale; this.camera = camera; this.lightSource = lightSource; this.lightAmbientColor = lightAmbientColor; this.lightDiffuseColor = lightDiffuseColor; this.palette = color; this.normalsPalette = normals; this.shadowPalette = shadow; this.renderProxy = null; }
public FinalizedVoxelRenderable(WorldRenderer wr, VoxelRenderable voxel) { this.voxel = voxel; var draw = voxel.voxels.Where(v => v.DisableFunc == null || !v.DisableFunc()); renderProxy = Game.Renderer.WorldVoxelRenderer.RenderAsync( wr, draw, voxel.camera, voxel.scale, VoxelRenderable.GroundNormal, voxel.lightSource, voxel.lightAmbientColor, voxel.lightDiffuseColor, voxel.palette, voxel.normalsPalette, voxel.shadowPalette); }
public void BeforeRender(WorldRenderer wr) { var draw = voxels.Where(v => v.DisableFunc == null || !v.DisableFunc()); renderProxy = Game.Renderer.WorldVoxelRenderer.RenderAsync( wr, draw, camera, scale, groundNormal, lightSource, lightAmbientColor, lightDiffuseColor, palette, normalsPalette, shadowPalette); }
public void BeforeRender(WorldRenderer wr) { renderProxy = Game.Renderer.WorldVoxelRenderer.RenderAsync( wr, voxels, camera, scale, groundNormal, lightSource, lightAmbientColor, lightDiffuseColor, palette, normalsPalette, shadowPalette); }