Exemplo n.º 1
0
 //============================================================
 // <T>开始当前渲染过程。</T>
 //
 // @param region 区域
 // @param target 是否为最终目标
 //============================================================
 public override void Begin(FDxRegion region)
 {
     _device.SetRenderTarget(_depthTexture, _targets);
     _depthTexture.Clear();
     _textureFlags.Clear(0, 0, 0, 0);
     _textureColor.Clear(0, 0, 0, 0);
 }
Exemplo n.º 2
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        //============================================================
        public void Export3d2(FDrGeometry geometry, string filename)
        {
            SIntSize    size   = new SIntSize(1024, 1024);
            Form        form   = new Form();
            FDxDevice3D device = RDxCore.Adapter.CreateDevice(form.Handle, size.Width, size.Height);

            device.ModeWireFrame = false;
            // 设置几何体
            FDxRegion         region         = new FDxRegion();
            FDsNormalGeometry normalGeometry = new FDsNormalGeometry();

            normalGeometry.Device = device;
            normalGeometry.LoadResource(geometry);
            region.Renderables.Push(normalGeometry);
            // 设置目标
            FDxBufferedTexture texture = new FDxBufferedTexture();

            texture.Device = device;
            texture.Create(size.Width, size.Height);
            device.SetRenderTarget(texture);
            // 绘制结果
            FDxTechnique technique = RDxCore.TechniqueConsole.Get(device, "normal.map");

            technique.Draw(region);
            // 保存内容
            texture.SaveFile(filename);
            // 创建设备
            // QNormalMapForm form = new QNormalMapForm();
            // form.geometry = geometry;
            // Application.Run(form);
        }
Exemplo n.º 3
0
        //============================================================
        public override void DrawRenderable(FDxRegion region, FDxRenderable renderable, FDxEffect effect)
        {
            // 是否为UI对象
            if (!renderable.IsUi)
            {
                return;
            }
            // 设置输入数据缓冲
            _device.NativeDevice.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            _device.NativeDevice.InputAssembler.SetVertexBuffers(0, renderable.VertexBuffer.NativeBuffers);
            _device.NativeDevice.InputAssembler.SetIndexBuffer(renderable.FaceBuffer.NativeBuffer, Format.R32_UInt, 0);
            // 设置渲染对象参数
            FDxGeometry geometry = renderable as FDxGeometry;
            FDxMaterial material = geometry.Material;

            effect.NativeEffect.GetVariableByName("_flags").AsVector().Set(new Vector4(renderable.Id, 0, 0, 0));
            effect.NativeEffect.GetVariableByName("_status").AsVector().Set(new Vector4(renderable.IsSelected ? 1 : 0, 0, 0, 0));
            effect.SetMatrix("_modelMatrix", renderable.ModelMatrix);
            effect.SetNativeMatrix("_viewMatrix", region.Camera.Matrix.Native);
            effect.SetNativeMatrix("_projectionMatrix", region.Camera.Viewport.Matrix);
            effect.NativeEffect.GetVariableByName("_cameraPosition").AsVector().Set(new Vector3(region.Camera.Position.X, region.Camera.Position.Y, region.Camera.Position.Z));
            effect.NativeEffect.GetVariableByName("_lightPosition").AsVector().Set(new Vector3(region.LightDirectional.Position.X, region.LightDirectional.Position.Y, region.LightDirectional.Position.Z));
            effect.NativeEffect.GetVariableByName("_ambientColor").AsVector().Set(new Vector4(material.AmbientColor.R, material.AmbientColor.G, material.AmbientColor.B, material.AmbientColor.A));
            effect.NativeEffect.GetVariableByName("_diffuseColor").AsVector().Set(new Vector4(material.DiffuseColor.R, material.DiffuseColor.G, material.DiffuseColor.B, material.DiffuseColor.A));
            effect.NativeEffect.GetVariableByName("_specularColor").AsVector().Set(new Vector4(material.SpecularColor.R, material.SpecularColor.G, material.SpecularColor.B, material.SpecularColor.A));
            // 提交效果设置
            effect.NativePass.Apply(_device.NativeDevice);
            // 绘制几何体
            _device.NativeDevice.DrawIndexed(renderable.FaceBuffer.count, 0, 0);
        }
Exemplo n.º 4
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        //============================================================
        public void ExportMerge(FDrModel model)
        {
            SIntSize    size   = new SIntSize(_width, _height);
            Form        form   = new Form();
            FDxDevice3D device = RDxCore.Adapter.CreateDevice(form.Handle, size.Width, size.Height);

            device.ModeWireFrame = false;
            // 设置几何体
            FDxRegion region = new FDxRegion();
            // 设置目标
            FDxBufferedTexture texture = new FDxBufferedTexture();

            texture.Device = device;
            texture.Create(size.Width, size.Height);
            device.SetRenderTarget(texture);
            // 渲染几何体
            FDxTechnique technique = RDxCore.TechniqueConsole.Get(device, "light.map");
            int          index     = 0;

            foreach (INamePair <FDrGeometry> pair in model.Mesh.GeometryDictionary)
            {
                FDrLightGeometry geometry = new FDrLightGeometry();
                geometry.Device = device;
                geometry.LoadResource(pair.Value);
                region.Renderables.Clear();
                region.Renderables.Push(geometry);
                // 绘制结果
                technique.Draw(region);
                // 保存内容
                texture.SaveFile(model.Directory + "/" + RInt.Pad(index, 3) + ".png");
                index++;
            }
        }
Exemplo n.º 5
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        //============================================================
        public override void DrawRenderable(FDxRegion region, FDxRenderable renderable, FDxEffect effect)
        {
            // 设置顶点缓冲
            FDxGeometry geometry = renderable as FDxGeometry;

            effect.NativeEffect.GetVariableByName("_modelMatrix").AsMatrix().SetMatrix(renderable.Matrix.Native);
            effect.NativeEffect.GetVariableByName("_viewMatrix").AsMatrix().SetMatrix(region.Camera.Matrix.Native);
            effect.NativeEffect.GetVariableByName("_projectionMatrix").AsMatrix().SetMatrix(region.Camera.Viewport.Matrix);
            effect.NativeEffect.GetVariableByName("_cameraPosition").AsVector().Set(new Vector3(region.Camera.Position.X, region.Camera.Position.Y, region.Camera.Position.Z));
            effect.NativeEffect.GetVariableByName("_lightPosition").AsVector().Set(new Vector3(region.LightDirectional.Position.X, region.LightDirectional.Position.Y, region.LightDirectional.Position.Z));
            effect.NativeEffect.GetVariableByName("_lightDirection").AsVector().Set(new Vector3(region.LightDirectional.Camera.Direction.X, region.LightDirectional.Camera.Direction.Y, region.LightDirectional.Camera.Direction.Z));
            _device.NativeDevice.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            _device.NativeDevice.InputAssembler.SetVertexBuffers(0, renderable.VertexBuffer.NativeBuffers);
            _device.NativeDevice.InputAssembler.SetIndexBuffer(renderable.FaceBuffer.NativeBuffer, Format.R32_UInt, 0);
            int textureCount = geometry.Material.Textures.Count;

            for (int i = 0; i < textureCount; i++)
            {
                FDxTexture texture = geometry.Material.Textures[i];
                if (null != texture)
                {
                    string textureName = "_texture" + RString.FirstUpper(texture.TypeName);
                    effect.NativeEffect.GetVariableByName(textureName).AsResource().SetResource(texture.NativeResource);
                }
            }
            effect.NativePass.Apply(_device.NativeDevice);
            _device.NativeDevice.DrawIndexed(renderable.FaceBuffer.count, 0, 0);
        }
Exemplo n.º 6
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 //============================================================
 // <T>开始当前渲染过程。</T>
 //
 // @param region 区域
 // @param target 是否为最终目标
 //============================================================
 public override void Begin(FDxRegion region)
 {
     _device.ModeWireFrame = true;
     //_device.SetRenderTarget(_depthTexture, _lineTexture);
     //_depthTexture.Clear();
     _device.NativeDevice.OutputMerger.SetTargets(_device.NativeDevice.OutputMerger.GetDepthStencilView(), _lineTexture.NativeTarget);
     _lineTexture.Clear(0, 0, 0, 1);
 }
Exemplo n.º 7
0
 //============================================================
 // <T>绘制区域内所有节点集合。</T>
 //
 // @param p:region 区域
 //============================================================
 public virtual void Draw(FDxRegion region)
 {
     // 开始处理
     Begin(region);
     // 绘制处理
     DrawRegion(region);
     // 结束处理
     End(region);
 }
Exemplo n.º 8
0
 //============================================================
 // <T>开始当前渲染过程。</T>
 //
 // @param region 区域
 // @param target 是否为最终目标
 //============================================================
 public override void Begin(FDxRegion region)
 {
     _device.SetRenderTarget(_depthTexture, _targets);
     _depthTexture.Clear();
     _textureFlags.Clear(0, 0, 0, 0);
     _textureColor.Clear(region.BackgroundColor);
     _texturePosition.Clear(1, 1, 1, 0);
     _textureNormal.Clear(1, 1, 1, 0);
     _textureSelected.Clear(0, 0, 0, 0);
 }
Exemplo n.º 9
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        //============================================================
        public FDxBufferedTexture ExportTexture(string importFileName)
        {
            // 获得图片大小
            Bitmap bmp = new Bitmap(importFileName);

            _size.Set(bmp.Width, bmp.Height);
            bmp.Dispose();
            // 生成目标
            Form        form   = new Form();
            FDxDevice3D device = RDxCore.Adapter.CreateDevice(form.Handle, _size.Width, _size.Height);

            device.ModeWireFrame = false;
            // 设置几何体
            FDxRegion region = new FDxRegion();
            // 渲染几何体
            FDxTechnique       technique = RDxCore.TechniqueConsole.Get(device, "growing");
            FDrGrowingGeometry geometry  = new FDrGrowingGeometry();

            geometry.Device = device;
            geometry.LoadResource();
            // 绘制结果
            region.Renderables.Push(geometry);
            // 设置目标
            FDxBufferedTexture texture = new FDxBufferedTexture();

            texture.Device = device;
            texture.Create(_size.Width, _size.Height);
            // 绘制目标
            FDxTexture originTexture = new FDxTexture();

            originTexture.Device = device;
            originTexture.LoadFile(importFileName);
            geometry.Material.Textures.Push(originTexture);
            // 绘制目标
            FDxTexture importTexture = new FDxTexture();

            importTexture.Device = device;
            importTexture.LoadFile(importFileName);
            geometry.Material.Textures.Push(importTexture);
            MemoryStream stream = new MemoryStream();

            for (int n = 0; n < _borderCount; n++)
            {
                device.SetRenderTarget(texture);
                // 绘制目标
                technique.Draw(region);
                device.SetRenderTarget();
                // 复制渲染目标为开始
                //importTexture.CopyFrom(texture);
                texture.SaveStream(stream);
                importTexture.LoadStream(stream);
            }
            // 保存内容
            return(texture);
        }
Exemplo n.º 10
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        //============================================================
        // <T>绘制区域内所有节点集合。</T>
        //
        // @param p:region 区域
        //============================================================
        public override void DrawRenderable(FDxRegion region, FDxRenderable renderable, FDxEffect effect)
        {
            // 设置顶点缓冲
            FDxGeometry geometry = renderable as FDxGeometry;

            _device.NativeDevice.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            _device.NativeDevice.InputAssembler.SetVertexBuffers(0, renderable.VertexBuffer.NativeBuffers);
            _device.NativeDevice.InputAssembler.SetIndexBuffer(renderable.FaceBuffer.NativeBuffer, Format.R32_UInt, 0);
            effect.NativePass.Apply(_device.NativeDevice);
            _device.NativeDevice.DrawIndexed(renderable.FaceBuffer.count, 0, 0);
        }
Exemplo n.º 11
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        //============================================================
        // <T>绘制区域内所有节点集合。</T>
        //
        // @param region 区域
        // @param nodes 节点集合
        //============================================================
        public virtual void Draw(FDxRegion region)
        {
            _total++;
            int count = _passes.Count;

            for (int n = 0; n < count; n++)
            {
                // 获得渲染过程
                FDxPass pass = _passes[n];
                // 渲染当前过程
                pass.Draw(region);
            }
        }
Exemplo n.º 12
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        //============================================================
        // <T>绘制区域内所有节点集合。</T>
        //
        // @param p:region 区域
        //============================================================
        public override void DrawRenderable(FDxRegion region, FDxRenderable renderable, FDxEffect effect)
        {
            // 设置顶点缓冲
            FDxGeometry geometry = renderable as FDxGeometry;

            effect.NativeEffect.GetVariableByName("_modelMatrix").AsMatrix().SetMatrix(renderable.Matrix.Native);
            effect.NativeEffect.GetVariableByName("_viewMatrix").AsMatrix().SetMatrix(region.Camera.Matrix.Native);
            effect.NativeEffect.GetVariableByName("_projectionMatrix").AsMatrix().SetMatrix(region.Camera.Viewport.Matrix);
            _device.NativeDevice.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            _device.NativeDevice.InputAssembler.SetVertexBuffers(0, renderable.VertexBuffer.NativeBuffers);
            _device.NativeDevice.InputAssembler.SetIndexBuffer(renderable.FaceBuffer.NativeBuffer, Format.R32_UInt, 0);
            effect.NativePass.Apply(_device.NativeDevice);
            _device.NativeDevice.DrawIndexed(renderable.FaceBuffer.count, 0, 0);
        }
Exemplo n.º 13
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        //============================================================
        public override void DrawRenderable(FDxRegion region, FDxRenderable renderable, FDxEffect effect)
        {
            if (renderable.IsUi)
            {
                return;
            }
            // 设置输入数据缓冲
            _device.NativeDevice.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            _device.NativeDevice.InputAssembler.SetVertexBuffers(0, renderable.VertexBuffer.NativeBuffers);
            _device.NativeDevice.InputAssembler.SetIndexBuffer(renderable.FaceBuffer.NativeBuffer, Format.R32_UInt, 0);
            // 设置渲染对象参数
            Vector4 flags = new Vector4(renderable.IsSelected ? 1 : 0, renderable.IsUi ? 1 : 0, 0, 0);
            // 设置渲染对象参数
            FDxGeometry geometry = renderable as FDxGeometry;
            FDxMaterial material = geometry.Material;

            effect.NativeEffect.GetVariableByName("_flags").AsVector().Set(new Vector4(renderable.Id, 0, 0, 0));
            effect.NativeEffect.GetVariableByName("_status").AsVector().Set(flags);
            effect.SetMatrix("_modelMatrix", renderable.ModelMatrix);
            effect.SetNativeMatrix("_viewMatrix", region.Camera.Matrix.Native);
            effect.SetNativeMatrix("_projectionMatrix", region.Camera.Viewport.Matrix);
            effect.NativeEffect.GetVariableByName("_projectionMatrix").AsMatrix().SetMatrix(region.Camera.Viewport.Matrix);
            effect.NativeEffect.GetVariableByName("_cameraPosition").AsVector().Set(new Vector3(region.Camera.Position.X, region.Camera.Position.Y, region.Camera.Position.Z));
            effect.NativeEffect.GetVariableByName("_lightPosition").AsVector().Set(new Vector3(region.LightDirectional.Position.X, region.LightDirectional.Position.Y, region.LightDirectional.Position.Z));
            effect.NativeEffect.GetVariableByName("_lightDirection").AsVector().Set(new Vector3(region.LightDirectional.Camera.Direction.X, region.LightDirectional.Camera.Direction.Y, region.LightDirectional.Camera.Direction.Z));
            // 设置渲染材质参数
            effect.NativeEffect.GetVariableByName("_ambientColor").AsVector().Set(new Vector4(material.AmbientColor.R, material.AmbientColor.G, material.AmbientColor.B, material.AmbientColor.A));
            effect.NativeEffect.GetVariableByName("_diffuseColor").AsVector().Set(new Vector4(material.DiffuseColor.R, material.DiffuseColor.G, material.DiffuseColor.B, material.DiffuseColor.A));
            effect.NativeEffect.GetVariableByName("_specularColor").AsVector().Set(new Vector4(material.SpecularColor.R, material.SpecularColor.G, material.SpecularColor.B, material.SpecularColor.A));
            // 设置纹理列表
            int textureCount = geometry.Material.Textures.Count;

            for (int i = 0; i < textureCount; i++)
            {
                FDxTexture texture = geometry.Material.Textures[i];
                if (null != texture)
                {
                    string textureName = "_texture" + RString.FirstUpper(texture.TypeName);
                    effect.NativeEffect.GetVariableByName(textureName).AsResource().SetResource(texture.NativeResource);
                }
            }
            // 提交效果设置
            effect.NativePass.Apply(_device.NativeDevice);
            // 绘制几何体
            _device.NativeDevice.DrawIndexed(renderable.FaceBuffer.count, 0, 0);
        }
Exemplo n.º 14
0
        //============================================================
        // <T>绘制区域内所有节点集合。</T>
        //
        // @param p:region 区域
        //============================================================
        public override void DrawRenderable(FDxRegion region, FDxRenderable renderable, FDxEffect effect)
        {
            // 设置顶点缓冲
            FDxGeometry geometry = renderable as FDxGeometry;

            _device.NativeDevice.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            _device.NativeDevice.InputAssembler.SetVertexBuffers(0, renderable.VertexBuffer.NativeBuffers);
            _device.NativeDevice.InputAssembler.SetIndexBuffer(renderable.FaceBuffer.NativeBuffer, Format.R32_UInt, 0);
            FDxTexture orignTexture = renderable.Material.Textures[0];
            FDxTexture texture      = renderable.Material.Textures[1];

            effect.NativeEffect.GetVariableByName("_textureSize").AsVector().Set(new Vector2(texture.Size.Width, texture.Size.Height));
            effect.NativeEffect.GetVariableByName("_textureOrigin").AsResource().SetResource(orignTexture.NativeResource);
            effect.NativeEffect.GetVariableByName("_textureColor").AsResource().SetResource(texture.NativeResource);
            effect.NativePass.Apply(_device.NativeDevice);
            _device.NativeDevice.DrawIndexed(renderable.FaceBuffer.count, 0, 0);
        }
Exemplo n.º 15
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        //============================================================
        public int HitTest(FDxRegion region, int x, int y)
        {
            // 绘制结果
            _passDesign.Draw(region);
            _passUi.Draw(region);
            // 计算位置
            int renderableId = 0;
            int cx           = (int)((float)x / _device.Size.Width * _buffer.Size.Width);
            int cy           = (int)((float)y / _device.Size.Height * _buffer.Size.Height);

            // 测试物件选中
            _device.NativeDevice.CopyResource(_passDesign.TextureFlags.NativeTexture, _buffer.NativeTexture);
            DataRectangle designData = _buffer.NativeTexture.AsSurface().Map(SlimDX.DXGI.MapFlags.Read);

            unsafe {
                int *pData = (int *)designData.Data.DataPointer.ToPointer();
                pData += 4 * (_buffer.Size.Width * cy + cx);
                int r = *pData++;
                int g = *pData++;
                int b = *pData++;
                int a = *pData++;
                renderableId = r;
            }
            _buffer.NativeTexture.AsSurface().Unmap();
            // 测试物件选中
            _device.NativeDevice.CopyResource(_passUi.TextureFlags.NativeTexture, _buffer.NativeTexture);
            DataRectangle uiData = _buffer.NativeTexture.AsSurface().Map(SlimDX.DXGI.MapFlags.Read);

            unsafe {
                int *pData = (int *)uiData.Data.DataPointer.ToPointer();
                pData += 4 * (_buffer.Size.Width * cy + cx);
                int r = *pData++;
                int g = *pData++;
                int b = *pData++;
                int a = *pData++;
                if (r > 0)
                {
                    renderableId = r;
                }
            }
            _buffer.NativeTexture.AsSurface().Unmap();
            return(renderableId);
        }
Exemplo n.º 16
0
 //============================================================
 public override void DrawRegion(FDxRegion region)
 {
     _device.Program = _program;
     // 设置输入数据信息
     _device.NativeDevice.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
     _device.NativeDevice.InputAssembler.SetVertexBuffers(0, _rectangle.VertexBuffer.NativeBuffers);
     _device.NativeDevice.InputAssembler.SetIndexBuffer(_rectangle.FaceBuffer.NativeBuffer, Format.R32_UInt, 0);
     // 绑定纹理列表
     _program.NativeEffect.GetVariableByName("_textureFlags").AsResource().SetResource(_textureFlags.NativeResource);
     _program.NativeEffect.GetVariableByName("_textureColor").AsResource().SetResource(_textureColor.NativeResource);
     _program.NativeEffect.GetVariableByName("_textureColorUi").AsResource().SetResource(_textureColorUi.NativeResource);
     _program.NativeEffect.GetVariableByName("_texturePosition").AsResource().SetResource(_texturePosition.NativeResource);
     _program.NativeEffect.GetVariableByName("_textureNormal").AsResource().SetResource(_textureNormal.NativeResource);
     _program.NativeEffect.GetVariableByName("_textureSelected").AsResource().SetResource(_textureSelected.NativeResource);
     // 提交效果设置
     _program.NativePass.Apply(_device.NativeDevice);
     // 绘制几何体
     _device.NativeDevice.DrawIndexed(_rectangle.FaceBuffer.count, 0, 0);
 }
Exemplo n.º 17
0
        //============================================================
        // <T>绘制区域内所有节点集合。</T>
        //
        // @param p:region 区域
        //============================================================
        public virtual void DrawRegion(FDxRegion region)
        {
            // 绘制处理
            FDxRenderableCollection renderables = region.Renderables;
            int count = renderables.Count;

            for (int n = 0; n < count; n++)
            {
                FDxRenderable renderable = renderables[n];
                // 设置程序
                FDxProgram program = renderable.Programs.Find(_name);
                if (null == program)
                {
                    program = RDxCore.EffectConsole.Get(_device, _name);
                    renderable.Programs.Set(_name, program);
                }
                _device.Program = program;
                // 设置顶点缓冲
                DrawRenderable(region, renderable, program as FDxEffect);
            }
        }
Exemplo n.º 18
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        private void QNormalMapForm_Load(object sender, EventArgs e)
        {
            device = RDxCore.Adapter.CreateDevice(Handle, 1024, 1024);
            // 设置几何体
            region = new FDxRegion();
            FDsNormalGeometry normalGeometry = new FDsNormalGeometry();

            normalGeometry.Device = device;
            normalGeometry.LoadResource(geometry);
            region.Renderables.Push(normalGeometry);
            // 设置目标
            FDxBufferedTexture texture = new FDxBufferedTexture();

            texture.Device = device;
            texture.Create(1024, 1024);
            //device.SetRenderTarget(texture);
            // 绘制结果
            technique = RDxCore.TechniqueConsole.Get(device, "normal.map");
            // 保存内容
            //texture.SaveFile(filename);
            timer1.Enabled = true;
        }
Exemplo n.º 19
0
 //============================================================
 // <T>开始当前渲染过程。</T>
 //
 // @param region 区域
 // @param target 是否为最终目标
 //============================================================
 public override void Begin(FDxRegion region)
 {
     _device.Clear(0.0f, 0.0f, 0.0f, 0.0f);
     //_device.ModeDouble = false;
 }
Exemplo n.º 20
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 //============================================================
 public virtual void delayUpdate(FDxRegion region)
 {
 }
Exemplo n.º 21
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 //============================================================
 // <T>结束当前渲染过程。</T>
 //
 // @param region 区域
 //============================================================
 public virtual void End(FDxRegion region)
 {
 }
Exemplo n.º 22
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 //============================================================
 // <T>开始当前渲染过程。</T>
 //
 // @param region 区域
 // @param target 是否为最终目标
 //============================================================
 public override void Begin(FDxRegion region)
 {
     _device.Clear(0.0f, 0.0f, 0.0f, 0.0f);
 }
Exemplo n.º 23
0
 //============================================================
 // <T>开始当前渲染过程。</T>
 //
 // @param region 区域
 // @param target 是否为最终目标
 //============================================================
 public virtual void Begin(FDxRegion region)
 {
     _device.SetRenderTarget();
     _device.Clear(0.0f, 0.0f, 0.0f, 1.0f);
 }
Exemplo n.º 24
0
 //============================================================
 // <T>开始当前渲染过程。</T>
 //
 // @param region 区域
 // @param target 是否为最终目标
 //============================================================
 public override void Begin(FDxRegion region)
 {
     _device.ModeWireFrame = false;
     _device.SetRenderTarget();
     _device.Clear(0.0f, 0.0f, 0.0f, 1.0f);
 }
Exemplo n.º 25
0
 //============================================================
 // <T>更新技术信息。</T>
 //============================================================
 public virtual void update(FDxRegion region)
 {
 }