/// <summary> /// Constructor</summary> /// <param name="scene">Scene graph</param> public DesignControl(Scene scene) { m_scene = scene; m_renderAction = new RenderAction(RenderStateGuardian); m_pickAction = new PickAction(RenderStateGuardian); // default render states. These correspond to the state of the toggles on the toolbar, // like wireframe on/off, lighting on/off, backface culling on/off, and textures on/off. m_renderState.RenderMode = RenderMode.Smooth | RenderMode.CullBackFace | RenderMode.Textured | RenderMode.Lit | RenderMode.Alpha; m_renderState.WireframeColor = new Vec4F(0, 0.015f, 0.376f, 1.0f); m_renderState.SolidColor = new Vec4F(1, 1, 1, 1.0f); }
/// <summary> /// Constructor</summary> /// <param name="scene">Scene graph</param> public DesignControl(Scene scene) { m_scene = scene; m_renderAction = new RenderAction(RenderStateGuardian); m_pickAction = new PickAction(RenderStateGuardian); // default render states. These correspond to the state of the toggles on the toolbar, // like wireframe on/off, lighting on/off, backface culling on/off, and textures on/off. m_renderState.RenderMode = RenderMode.Smooth | RenderMode.CullBackFace | RenderMode.Textured | RenderMode.Lit | RenderMode.Alpha; m_renderState.WireframeColor = new Vec4F(0, 0.015f, 0.376f, 1.0f); m_renderState.SolidColor = new Vec4F(1,1,1, 1.0f); }