public static void World(Matrix world) { GL11.MatrixMode(All11.Modelview); GL11.LoadIdentity(); GL11.LoadMatrix(Matrix.ToFloatArray(world)); //GL11.Ortho(0, _device.DisplayMode.Width, _device.DisplayMode.Height, 0, -1, 1); }
public static void View(Matrix view) { GL11.MatrixMode(All11.Viewport); GL11.LoadIdentity(); GL11.LoadMatrix(Matrix.ToFloatArray(view)); //GL11.Ortho(0, _device.DisplayMode.Width, _device.DisplayMode.Height, 0, -1, 1); }
public static void WorldView(Matrix world, Matrix view) { GL11.MatrixMode(All11.Modelview); GL11.LoadMatrix(ref view.M11); GL11.MultMatrix(ref world.M11); //GL11.Ortho(0, _device.DisplayMode.Width, _device.DisplayMode.Height, 0, -1, 1); }
public static void Projection(Matrix projection) { GL11.MatrixMode(All11.Projection); GL11.LoadIdentity(); GL11.LoadMatrix(Matrix.ToFloatArray(projection)); //GL11.Ortho(0, _device.DisplayMode.Width, _device.DisplayMode.Height, 0, -1, 1); }
public static void Projection(Matrix projection) { GL11.MatrixMode(All11.Projection); GL11.LoadMatrix(ref projection.M11); //GL11.Ortho(0, _device.DisplayMode.Width, _device.DisplayMode.Height, 0, -1, 1); }