Пример #1
0
        public new void Draw()
        {
            Sprite.BasicEffect.View = Matrix.CreateScale(scaleModel) *
                                      Matrix.CreateBillboard(position, Camara.Position, Vector3.Up, Camara.ForwardVector) *
                                      Matrix.CreateRotationY(Helper.DegreeToRad(angle)) *
                                      Camara.View;

            DxHelper.DrawSquare(textureID);

            Sprite.BasicEffect.View = Camara.View;
        }
Пример #2
0
        public new void Draw()
        {
            Sprite.BasicEffect.View = Matrix.CreateScale(4) *
                                      Matrix.CreateBillboard(position, Camara.Position, Vector3.Up, Camara.ForwardVector) *
                                      Camara.View;

            DxHelper.DrawSquare(textureID);

            Sprite.BasicEffect.Alpha = lightIntensity;

            Sprite.BasicEffect.View = Matrix.CreateTranslation(0, 0, -1) * Sprite.BasicEffect.View;
            Sprite.BasicEffect.View = Matrix.CreateScale(4) * Sprite.BasicEffect.View;



            DxHelper.DrawSquare(sunGlow);
            Sprite.BasicEffect.Alpha = 1;


            //Gl.glDisable(//Gl.GL_FOG);
            //Gl.glPushMatrix();
            //Gl.glBlendFunc(//Gl.GL_SRC_ALPHA, //Gl.GL_ONE_MINUS_SRC_ALPHA);
            //Gl.glEnable(//Gl.GL_TEXTURE_2D);
            //Gl.glEnable(//Gl.GL_BLEND);
            //Gl.glTranslatef(position.X, position.Y, position.Z);
            //Gl.glRotatef(-Camara.Yaw, 0, 1, 0);
            //Gl.glRotatef(-Camara.Pitch, 1, 0, 0);
            //Gl.glScalef(12, 12, 1);
            //Gl.glColor4f(1, 1, 1, lightIntensity);
            //Gl.glBindTexture(//Gl.GL_TEXTURE_2D, sunGlow);
            //Gl.glCallList(initList);
            //Gl.glColor4f(1, 1, 1, 1);
            //Gl.glBindTexture(//Gl.GL_TEXTURE_2D, textureID);
            //Gl.glScalef(0.22f, 0.22f, 1);
            //Gl.glCallList(initList);
            //Gl.glDisable(//Gl.GL_BLEND);
            //Gl.glPopMatrix();
            //Gl.glEnable(//Gl.GL_FOG);
        }