Пример #1
0
        // --- Application Methods ---
        #region Init()
        /// <summary>
        ///     <para>
        ///         Initialize depth buffer, light source, material property, and lighting model.
        ///     </para>
        /// </summary>
        private static void Init()
        {
            float[] materialAmbient   = { 1.0f, 1.0f, 1.0f, 1.0f };
            float[] materialDiffuse   = { 1.0f, 0.2f, 1.0f, 1.0f };
            float[] materialSpecular  = { 1.0f, 1.0f, 1.0f, 1.0f };
            float[] materialShininess = { 50.0f };
            float[] light0Position    = { 1.0f, 0.1f, 1.0f, 0.0f };
            float[] light1Position    = { -1.0f, 0.1f, 1.0f, 0.0f };
            float[] lightModelAmbient = { 0.3f, 0.3f, 0.3f, 1.0f };

            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_AMBIENT, materialAmbient);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_DIFFUSE, materialDiffuse);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_SPECULAR, materialSpecular);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_SHININESS, materialShininess);
            Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_POSITION, light0Position);
            Gl.glLightfv(Gl.GL_LIGHT1, Gl.GL_POSITION, light1Position);
            Gl.glLightModelfv(Gl.GL_LIGHT_MODEL_AMBIENT, lightModelAmbient);

            Gl.glEnable(Gl.GL_LIGHTING);
            Gl.glEnable(Gl.GL_LIGHT0);
            Gl.glEnable(Gl.GL_LIGHT1);
            Gl.glDepthFunc(Gl.GL_LESS);
            Gl.glEnable(Gl.GL_DEPTH_TEST);
            Gl.glEnable(Gl.GL_AUTO_NORMAL);

            nurb = Glu.gluNewNurbsRenderer();

            Glu.gluNurbsProperty(nurb, Glu.GLU_SAMPLING_TOLERANCE, 25.0f);
            Glu.gluNurbsProperty(nurb, Glu.GLU_DISPLAY_MODE, Glu.GLU_FILL);
        }
Пример #2
0
        // --- Application Methods ---
        #region Init()
        /// <summary>
        ///     <para>
        ///         Initialize material property and depth buffer.
        ///     </para>
        /// </summary>
        private static void Init()
        {
            float[] materialDiffuse   = { 0.7f, 0.7f, 0.7f, 1.0f };
            float[] materialSpecular  = { 1.0f, 1.0f, 1.0f, 1.0f };
            float[] materialShininess = { 100.0f };

            Gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_DIFFUSE, materialDiffuse);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_SPECULAR, materialSpecular);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_SHININESS, materialShininess);

            Gl.glEnable(Gl.GL_LIGHTING);
            Gl.glEnable(Gl.GL_LIGHT0);
            Gl.glDepthFunc(Gl.GL_LESS);
            Gl.glEnable(Gl.GL_DEPTH_TEST);
            Gl.glEnable(Gl.GL_AUTO_NORMAL);
            Gl.glEnable(Gl.GL_NORMALIZE);

            InitSurface();

            nurb = Glu.gluNewNurbsRenderer();
            Glu.gluNurbsProperty(nurb, Glu.GLU_SAMPLING_TOLERANCE, 25.0f);
            Glu.gluNurbsProperty(nurb, Glu.GLU_DISPLAY_MODE, Glu.GLU_FILL);

            Gl.glMatrixMode(Gl.GL_MODELVIEW);
            Gl.glLoadIdentity();
            Gl.glTranslatef(0.0f, 0.0f, -5.0f);
        }
Пример #3
0
        // --- Application Methods ---
        #region Init()
        /// <summary>
        ///     <para>
        ///         Initialize material property and depth buffer.
        ///     </para>
        /// </summary>
        private static void Init()
        {
            float[] materialDiffuse   = { 0.7f, 0.7f, 0.7f, 1.0f };
            float[] materialSpecular  = { 1.0f, 1.0f, 1.0f, 1.0f };
            float[] materialShininess = { 100.0f };

            Gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_DIFFUSE, materialDiffuse);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_SPECULAR, materialSpecular);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_SHININESS, materialShininess);

            Gl.glEnable(Gl.GL_LIGHTING);
            Gl.glEnable(Gl.GL_LIGHT0);
            Gl.glEnable(Gl.GL_DEPTH_TEST);
            Gl.glEnable(Gl.GL_AUTO_NORMAL);
            Gl.glEnable(Gl.GL_NORMALIZE);

            InitSurface();

            nurb = Glu.gluNewNurbsRenderer();
            Glu.gluNurbsProperty(nurb, Glu.GLU_SAMPLING_TOLERANCE, 25.0f);
            Glu.gluNurbsProperty(nurb, Glu.GLU_DISPLAY_MODE, Glu.GLU_FILL);
            Glu.gluNurbsCallback(nurb, Glu.GLU_ERROR, new Glu.NurbsErrorCallback(NurbsError));
        }
Пример #4
0
        // --- Application Methods ---
        #region Init()
        /// <summary>
        ///     <para>
        ///         Initialize depth buffer, light source, material property, and lighting model.
        ///     </para>
        /// </summary>
        private static void Init() {
            float[] materialAmbient = {1.0f, 1.0f, 1.0f, 1.0f};
            float[] materialDiffuse = {1.0f, 0.2f, 1.0f, 1.0f};
            float[] materialSpecular = {1.0f, 1.0f, 1.0f, 1.0f};
            float[] materialShininess = {50.0f};
            float[] light0Position = {1.0f, 0.1f, 1.0f, 0.0f};
            float[] light1Position = {-1.0f, 0.1f, 1.0f, 0.0f};
            float[] lightModelAmbient = {0.3f, 0.3f, 0.3f, 1.0f};

            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_AMBIENT, materialAmbient);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_DIFFUSE, materialDiffuse);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_SPECULAR, materialSpecular);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_SHININESS, materialShininess);
            Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_POSITION, light0Position);
            Gl.glLightfv(Gl.GL_LIGHT1, Gl.GL_POSITION, light1Position);
            Gl.glLightModelfv(Gl.GL_LIGHT_MODEL_AMBIENT, lightModelAmbient);

            Gl.glEnable(Gl.GL_LIGHTING);
            Gl.glEnable(Gl.GL_LIGHT0);
            Gl.glEnable(Gl.GL_LIGHT1);
            Gl.glDepthFunc(Gl.GL_LESS);
            Gl.glEnable(Gl.GL_DEPTH_TEST);
            Gl.glEnable(Gl.GL_AUTO_NORMAL);

            nurb = Glu.gluNewNurbsRenderer();

            Glu.gluNurbsProperty(nurb, Glu.GLU_SAMPLING_TOLERANCE, 25.0f);
            Glu.gluNurbsProperty(nurb, Glu.GLU_DISPLAY_MODE, Glu.GLU_FILL);
        }
Пример #5
0
Файл: Trim.cs Проект: vhotur/tao
        /// <summary>
        ///     <para>
        ///         Initialize material property and depth buffer.
        ///     </para>
        /// </summary>
        private static void Init()
        {
            float[] materialDiffuse = {0.7f, 0.7f, 0.7f, 1.0f};
            float[] materialSpecular = {1.0f, 1.0f, 1.0f, 1.0f};
            float[] materialShininess = {100.0f};

            Gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_DIFFUSE, materialDiffuse);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_SPECULAR, materialSpecular);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_SHININESS, materialShininess);

            Gl.glEnable(Gl.GL_LIGHTING);
            Gl.glEnable(Gl.GL_LIGHT0);
            Gl.glEnable(Gl.GL_DEPTH_TEST);
            Gl.glEnable(Gl.GL_AUTO_NORMAL);
            Gl.glEnable(Gl.GL_NORMALIZE);

            InitSurface();

            nurb = Glu.gluNewNurbsRenderer();
            Glu.gluNurbsProperty(nurb, Glu.GLU_SAMPLING_TOLERANCE, 25.0f);
            Glu.gluNurbsProperty(nurb, Glu.GLU_DISPLAY_MODE, Glu.GLU_FILL);
            Glu.gluNurbsCallback(nurb, Glu.GLU_ERROR, new Glu.NurbsErrorCallback(NurbsError));
        }
Пример #6
0
        /// <summary>
        ///     <para>
        ///         Initialize material property and depth buffer.
        ///     </para>
        /// </summary>
        private static void Init()
        {
            float[] materialDiffuse = {0.7f, 0.7f, 0.7f, 1.0f};
            float[] materialSpecular = {1.0f, 1.0f, 1.0f, 1.0f};
            float[] materialShininess = {100.0f};

            Gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_DIFFUSE, materialDiffuse);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_SPECULAR, materialSpecular);
            Gl.glMaterialfv(Gl.GL_FRONT, Gl.GL_SHININESS, materialShininess);

            Gl.glEnable(Gl.GL_LIGHTING);
            Gl.glEnable(Gl.GL_LIGHT0);
            Gl.glDepthFunc(Gl.GL_LESS);
            Gl.glEnable(Gl.GL_DEPTH_TEST);
            Gl.glEnable(Gl.GL_AUTO_NORMAL);
            Gl.glEnable(Gl.GL_NORMALIZE);

            InitSurface();

            nurb = Glu.gluNewNurbsRenderer();
            Glu.gluNurbsProperty(nurb, Glu.GLU_SAMPLING_TOLERANCE, 25.0f);
            Glu.gluNurbsProperty(nurb, Glu.GLU_DISPLAY_MODE, Glu.GLU_FILL);

            Gl.glMatrixMode(Gl.GL_MODELVIEW);
            Gl.glLoadIdentity();
            Gl.glTranslatef(0.0f, 0.0f, -5.0f);
        }