Пример #1
0
 /// <summary>
 /// Adds the specified material (for collection Initializers).
 /// </summary>
 /// <param name="material">The mesh.</param>
 public void Add(MaterialInstance material)
 {
     if (material != null)
     {
         Materials.Add(material);
     }
 }
Пример #2
0
 public void GenerateMaterialsThread()
 {
     Debug.WriteLine("start product generation", this.ToString());
     if (Status)
     {
         thread = new Thread(() =>
         {
             while (Status)
             {
                 Debug.WriteLine("add product", this.ToString());
                 Materials.Add(new Material());
                 if (thread.Priority == ThreadPriority.Highest)
                 {
                     Thread.Sleep(10);
                 }
                 if (thread.Priority == ThreadPriority.Normal)
                 {
                     Thread.Sleep(1000 - Speed);
                 }
                 if (thread.Priority == ThreadPriority.Lowest)
                 {
                     Thread.Sleep(4000);
                 }
             }
         });
         thread.Start();
     }
 }
        async Task ExecuteLoadMaterialsCommand()
        {
            if (IsBusy)
            {
                return;
            }

            IsBusy = true;

            try
            {
                Materials.Clear();
                var materials = await dataStore.GetAuthorMaterials(AuthorId);

                foreach (var material in materials)
                {
                    Materials.Add(material);
                }
            }
            catch (Exception ex)
            {
                Debug.WriteLine(ex);
            }
            finally
            {
                IsBusy = false;
            }
        }
Пример #4
0
        private void OpenFileSelectorExecute()
        {
            Stream         myStream;
            OpenFileDialog openMaterialDialog = new OpenFileDialog();

            openMaterialDialog.FilterIndex      = 2;
            openMaterialDialog.RestoreDirectory = true;

            if (openMaterialDialog.ShowDialog().Value == true)
            {
                if ((myStream = openMaterialDialog.OpenFile()) != null)
                {
                    IsBusy = true;
                    var bytes = File.ReadAllBytes(openMaterialDialog.FileName);

                    var newMaterial = new Material()
                    {
                        Content     = bytes,
                        Name        = openMaterialDialog.SafeFileName,
                        SessionId   = CurrentSession.SessionId,
                        Session     = null,
                        ContentType = "application/octet-stream"
                    };
                    _eventsClient.MaterialService.AddMaterialAsync(newMaterial, (result) =>
                    {
                        App.Current.Dispatcher.BeginInvoke(new Action(delegate()
                        {
                            IsBusy = false;
                            Materials.Add(newMaterial);
                        }));
                    });
                }
            }
        }
Пример #5
0
            public void BuildModel(int modelIndex)
            {
                _srModel = _srFile.Models[modelIndex];
                String modelName = _objectName + "-" + modelIndex.ToString();

                #region Materials
                ProgressStage = "Model " + modelIndex.ToString() + " - Creating Materials";
                Thread.Sleep(500);
                for (int materialIndex = 0; materialIndex < _srModel.MaterialCount; materialIndex++)
                {
                    Material material     = new Material();
                    Color    colorDiffuse = Color.FromArgb((int)unchecked (_srModel.Materials[materialIndex].colour));
                    material.Diffuse         = colorDiffuse;
                    material.TextureFileName = GetTextureName(_srModel, materialIndex);
                    Materials.Add(material);

                    progressLevel += _srModel.IndexCount / _srModel.Groups.Length;
                }
                #endregion

                #region Groups
                for (int groupIndex = 0; groupIndex < _srModel.Groups.Length; groupIndex++)
                {
                    ProgressStage = "Model " + modelIndex.ToString() + " - Creating Group " + groupIndex.ToString();
                    Thread.Sleep(100);

                    Tree   srGroup   = _srModel.Groups[groupIndex];
                    String groupName = String.Format("{0}-{1}-group-{2}", _objectName, modelIndex, groupIndex);
                    if (srGroup != null && srGroup.mesh != null &&
                        srGroup.mesh.indexCount > 0 && srGroup.mesh.polygonCount > 0)
                    {
                        Node         group      = new Node();
                        SRMeshParser meshParser = new SRMeshParser(_objectName, _srFile);
                        meshParser.BuildMesh(modelIndex, groupIndex, 0);
                        foreach (SubMesh subMesh in meshParser.SubMeshes)
                        {
                            // If the mesh parser knew the total submeshes for the model,
                            // then this could be done inside BuildMesh.
                            subMesh.MeshIndex = Meshes.Count;
                            group.SubMeshIndices.Add(SubMeshes.Count);
                            SubMeshes.Add(subMesh);
                        }
                        Meshes.Add(meshParser.Mesh);
                        group.Name = groupName;
                        Groups.Add(group);
                    }
                }
                #endregion

                ModelName = modelName;

                if (_srFile.Asset == CDC.Asset.Unit)
                {
                    Model = new Unit(this);
                }
                else
                {
                    Model = new Physical(this);
                }
            }
Пример #6
0
        /// <summary>
        /// Adds a new material to the model.
        /// </summary>
        public Material AddMaterial(string name, double elasticitymodulus, double poissonsratio, double unitweight)
        {
            Material m = new Material(name, elasticitymodulus, poissonsratio, unitweight);

            Materials.Add(m);
            return(m);
        }
Пример #7
0
        public override void LoadFromXml(XElement element)
        {
            base.LoadFromXml(element);
            DesignID = element.ReadAttribute("designID", string.Empty);

            Materials.Clear();

            if (element.HasAttribute("materials", out XAttribute matAttr))
            {
                var materials = matAttr.Value.Split(',');
                for (int i = 0; i < materials.Length; i++)
                {
                    if (int.TryParse(materials[i], out int matID))
                    {
                        Materials.Add(matID);
                    }
                }
            }

            Bone = null;
            if (element.HasElement("Bone", out XElement boneElem))
            {
                Bone = new Bone();
                Bone.LoadFromXml(boneElem);
            }
        }
Пример #8
0
        protected override void InitFromMeshData(Device device, GeometryGenerator.MeshData mesh)
        {
            var subset = new MeshGeometry.Subset {
                FaceCount   = mesh.Indices.Count / 3,
                FaceStart   = 0,
                VertexCount = mesh.Vertices.Count,
                VertexStart = 0
            };

            Subsets.Add(subset);

            var max = new Vector3(float.MinValue);
            var min = new Vector3(float.MaxValue);

            foreach (var vertex in mesh.Vertices)
            {
                max = Vector3.Maximize(max, vertex.Position);
                min = Vector3.Minimize(min, vertex.Position);
            }

            BoundingBox = new BoundingBox(min, max);

            Vertices.AddRange(mesh.Vertices.Select(v => new PosNormalTexTan(v.Position, v.Normal, v.TexC, v.TangentU)).ToList());
            Indices.AddRange(mesh.Indices.Select(i => (short)i));

            Materials.Add(new Material {
                Ambient = Color.Gray, Diffuse = Color.White, Specular = new Color4(16, 1, 1, 1)
            });
            DiffuseMapSRV.Add(null);
            NormalMapSRV.Add(null);

            ModelMesh.SetSubsetTable(Subsets);
            ModelMesh.SetVertices(device, Vertices);
            ModelMesh.SetIndices(device, Indices);
        }
Пример #9
0
        public MaterialEditorWindowViewModel(RNumdl rnumdl)
        {
            if (rnumdl == null)
            {
                return;
            }

            this.rnumdl = rnumdl;

            foreach (var name in rnumdl.TextureByName.Keys)
            {
                PossibleTextureNames.Add(name);
            }

            // TODO: Allow for editing all matl entries and not just materials assigned to meshes.
            foreach (var glMaterial in rnumdl.MaterialByName.Values)
            {
                var material = new Material {
                    Name = glMaterial.Name, ShaderLabel = glMaterial.ShaderLabel
                };

                AddBooleanParams(glMaterial, material);
                AddFloatParams(glMaterial, material);
                AddVec4Params(glMaterial, material);
                AddTextureParams(glMaterial, material);

                Materials.Add(material);
            }
        }
Пример #10
0
        void OnMaterialAdded(object obj)
        {
            var material = obj as Material;

            Materials.Add(material);
            Materials.OrderBy(m => m.Name);
        }
Пример #11
0
        async void GetMaterialsByFilterDates(DateTime StartData, DateTime FinishData)
        {
            string stringJson            = JsonConvert.SerializeObject(StartData) + "|" + JsonConvert.SerializeObject(FinishData);
            HttpResponseMessage response = await client.PutAsJsonAsync("AllMaterials/GetMaterialsByFilterDates/", stringJson);

            if (response.IsSuccessStatusCode)
            {
                var materialsTerm = await response.Content.ReadAsAsync <List <Material> >();

                for (int i = 0; i < materialsTerm.Count; i++)
                {
                    response.Dispose();
                    response = await client.GetAsync("Victims/" + materialsTerm[i].MaterialId);

                    var victims = await response.Content.ReadAsAsync <List <Victim> >();

                    victims.ForEach(x => materialsTerm[i].Victims.Add(x));
                    response.Dispose();
                    response = await client.GetAsync("Employees/GetEmployeesWhereTermToday/" + materialsTerm[i].MaterialId);

                    var employee = await response.Content.ReadAsAsync <List <Employee> >();

                    employee.ForEach(x => materialsTerm[i].Employees.Add(x));
                }
                materialsTerm.ForEach(x => Materials.Add(x));
            }
        }
Пример #12
0
        async void GetMaterialsWhereNotExecutedAsync()
        {
            HttpResponseMessage response = await client.GetAsync("AllMaterials/");

            if (response.IsSuccessStatusCode)
            {
                var materialsTerm = await response.Content.ReadAsAsync <List <Material> >();

                for (int i = 0; i < materialsTerm.Count; i++)
                {
                    response.Dispose();
                    response = await client.GetAsync("Victims/" + materialsTerm[i].MaterialId);

                    var victims = await response.Content.ReadAsAsync <List <Victim> >();

                    victims.ForEach(x => materialsTerm[i].Victims.Add(x));
                    response.Dispose();
                    response = await client.GetAsync("Employees/GetEmployeesWhereTermToday/" + materialsTerm[i].MaterialId);

                    var employee = await response.Content.ReadAsAsync <List <Employee> >();

                    employee.ForEach(x => materialsTerm[i].Employees.Add(x));
                }
                materialsTerm.ForEach(x => Materials.Add(x));
            }
        }
 private void LoadOrClear()
 {
     if (size != null && !(Commentaries.Any() && Materials.Any() && Pribors.Any()))
     {
         using (var db = new SmetaApplication.DbContexts.SmetaDbAppContext())
         {
             Materials.Clear();
             db.MaterialGroups.Where(x => x.WorkId == Id).ToList().ForEach(x =>
             {
                 Materials.Add(new MaterialGroupDemView(x, diff + 1));
             });
             Pribors.Clear();
             db.PriborGroups.Where(x => x.WorkId == Id).ToList().ForEach(x =>
             {
                 Pribors.Add(new PriborGroupView(x));
             });
             Commentaries.Clear();
             db.Commentaries.Where(x => x.WorkSectionId == WorkSectionId).ToList().ForEach(x =>
             {
                 Commentaries.Add(new CommentaryView(x));
             });
         }
     }
     else
     {
         Commentaries.Clear();
         Materials.Clear();
         Pribors.Clear();
     }
 }
Пример #14
0
        private void AddMaterial(Material MatToAdd)
        {
            if (MaterialIsOpen == true)
            {
                /* If map_Ka is empty, set it to map_Kd */
                if (MatToAdd.map_Ka == null && MatToAdd.map_Kd != null)
                {
                    MatToAdd.map_Ka = MatToAdd.map_Kd;
                }

                /* Else if map_Kd is empty, set it to map_Ka */
                else if (MatToAdd.map_Kd == null && MatToAdd.map_Ka != null)
                {
                    MatToAdd.map_Kd = MatToAdd.map_Ka;
                }

                /* Only add the material if both, map_Ka and map_Kd, aren't empty */
                if (MatToAdd.map_Ka != null && MatToAdd.map_Kd != null)
                {
                    Materials.Add(MatToAdd);
                }

                MaterialIsOpen = false;
            }
        }
Пример #15
0
 private MtlMaterial NewMaterial(string name)
 {
     Materials.Add(CurrentMaterial = new MtlMaterial(this, Materials.Count)
     {
         Name = name
     });
     return(CurrentMaterial);
 }
        internal void Read(EndianBinaryReader reader, ObjectSection section = null)
        {
            uint signature = reader.ReadUInt32();

            reader.SeekCurrent(4);   // Unused flags

            int  meshCount, materialCount;
            long meshesOffset, materialsOffset;

            // X stores mesh/material count before the bounding sphere
            if (section?.Format == BinaryFormat.X)
            {
                meshCount       = reader.ReadInt32();
                materialCount   = reader.ReadInt32();
                BoundingSphere  = reader.ReadBoundingSphere();
                meshesOffset    = reader.ReadOffset();
                materialsOffset = reader.ReadOffset();

                reader.SkipNulls(4 * sizeof(uint));
                Flags = reader.ReadUInt32(); // TODO: Is this available in other games?
                reader.SkipNulls(sizeof(uint));
            }

            else
            {
                BoundingSphere  = reader.ReadBoundingSphere();
                meshCount       = reader.ReadInt32();
                meshesOffset    = reader.ReadOffset();
                materialCount   = reader.ReadInt32();
                materialsOffset = reader.ReadOffset();
            }

            reader.SkipNulls(10 * sizeof(uint));

            Meshes.Capacity = meshCount;

            for (int i = 0; i < meshCount; i++)
            {
                reader.ReadAtOffset(meshesOffset + i * Mesh.GetByteSize(section?.Format ?? BinaryFormat.DT), () =>
                {
                    var mesh = new Mesh();
                    mesh.Read(reader, section);
                    Meshes.Add(mesh);
                });
            }

            Materials.Capacity = materialCount;

            for (int i = 0; i < materialCount; i++)
            {
                reader.ReadAtOffset(materialsOffset + i * Material.BYTE_SIZE, () =>
                {
                    var material = new Material();
                    material.Read(reader);
                    Materials.Add(material);
                });
            }
        }
Пример #17
0
        protected override void Parse(string keyword, string data)
        {
            switch (keyword)
            {
            case "newmtl":
                Materials.Add(_current = new Material(data));
                break;

            case "Kd":
                _current.Kd = data.ToVect3f();
                break;

            case "Ka":
                _current.Ka = data.ToVect3f();
                break;

            case "Ks":
                _current.Ks = data.ToVect3f();
                break;

            case "illum":
                _current.IllumunationModel = int.Parse(data);
                break;

            case "Tr":
                //TODO not sure what this is
                _current.Tr = data.ParseFloat();
                break;

            case "Ns":
                _current.Ns = data.ParseFloat();
                break;

            case "map_Kd":
                Textures.Add(data, Image.FromStream(FileSource.Get(data)));
                //TODO load image
                break;

            case "map_Ka":
                break;

            case "r":
                break;

            case "d":
                break;

            case "sharpness":
                break;

            case "Ni":
                break;

            default:
                throw new Exception(keyword);
                //
            }
        }
Пример #18
0
 public bool AddMaterial(Material material)
 {
     if (Materials.Contains(material))
     {
         return(false);
     }
     Materials.Add(material);
     return(true);
 }
Пример #19
0
 public bool TryAddMaterial(Material material)
 {
     if ((material == null) || string.IsNullOrEmpty(material.Name) || Materials.ContainsKey(material.Name))
     {
         return(false);
     }
     Materials.Add(material.Name, material);
     return(true);
 }
Пример #20
0
        public void LoadAnim(ShaderParamAnim anim, AnimationType type)
        {
            Initialize();

            Text = anim.Name;

            AnimType = type;

            FrameCount      = anim.FrameCount;
            ShaderParamAnim = anim;
            foreach (ShaderParamMatAnim matAnim in anim.ShaderParamMatAnims)
            {
                MaterialAnimEntry matNode = new MaterialAnimEntry(matAnim.Name);
                matNode.materialAnimData = matAnim;
                Materials.Add(matNode);

                //Param info determines which curves to use for each param
                //Add the curves and keys for left/right for interpolating after
                foreach (var param in matAnim.ParamAnimInfos)
                {
                    BfresParamAnim paramInfo = new BfresParamAnim(param.Name);
                    paramInfo.Type = type;
                    matNode.Params.Add(paramInfo);

                    //Get constant anims
                    for (int constant = 0; constant < param.ConstantCount; constant++)
                    {
                        Animation.KeyGroup keyGroup = new Animation.KeyGroup();
                        keyGroup.Keys.Add(new Animation.KeyFrame()
                        {
                            InterType = InterpolationType.CONSTANT,
                            Frame     = 0,
                            Value     = matAnim.Constants[constant].Value,
                        });

                        paramInfo.Values.Add(new Animation.KeyGroup()
                        {
                            AnimDataOffset = matAnim.Constants[constant].AnimDataOffset,
                            Keys           = keyGroup.Keys,
                        });
                    }

                    for (int curve = 0; curve < param.FloatCurveCount + param.IntCurveCount; curve++)
                    {
                        int index = curve + param.BeginCurve;

                        Animation.KeyGroup keyGroup = CurveHelper.CreateTrackWiiU(matAnim.Curves[index]);
                        keyGroup.AnimDataOffset = matAnim.Curves[index].AnimDataOffset;
                        paramInfo.Values.Add(new Animation.KeyGroup()
                        {
                            AnimDataOffset = keyGroup.AnimDataOffset,
                            Keys           = keyGroup.Keys,
                        });
                    }
                }
            }
        }
Пример #21
0
        /// <summary>
        /// Initializes a new instance of the <see cref="RwxSimpleStatistics"/> class.
        /// </summary>
        /// <param name="rwxFile">
        /// The rwx file.
        /// </param>
        public RwxSimpleStatistics(FileInfo rwxFile)
        {
            _materials = new List <RwxMaterial>();
            _rwxFile   = rwxFile;
            var    reader = _rwxFile.OpenText();
            string line;

            while ((line = reader.ReadLine()) != null)
            {
                line = line.Trim();
                var linelower = line.ToLower();
                if (linelower.StartsWith("polygon"))
                {
                    //polygon 6 6 5 4 3 2 1
                    var dat     = linelower.Split(' ');
                    var polygon = new Polygon();
                    for (var i = 1; i < dat.Length - 1; i = i + 2)
                    {
                        polygon.Points.Add(new Vector2(float.Parse(dat[i]), float.Parse(dat[i + 1])));
                    }



                    _polygons++;
                }
                if (linelower.StartsWith("vertex"))
                {
                    // vertex -0.367136 0.117699 -0.408144 uv 0.666666 0.000000  #1
                    var dat      = linelower.Split(' ');
                    var position = new Vector3(float.Parse(dat[1]), float.Parse(dat[2]), float.Parse(dat[3]));
                    var uv       = new Vector2(float.Parse(dat[5]), float.Parse(dat[6]));
                    var tri      = new RwxVertex(position, uv);
                    _verts++;
                }
                if (linelower.StartsWith("triangle"))
                {
                    _triangles++;
                }
                if (linelower.StartsWith("quad"))
                {
                    _quads++;
                }
                if (linelower.StartsWith("texture"))
                {
                    if (!linelower.Substring(7).Trim().StartsWith("modes "))
                    {
                        if (!linelower.Substring(7).Trim().StartsWith("mode "))
                        {
                            if (!linelower.Substring(7).Trim().StartsWith("addressmode "))
                            {
                                Materials.Add(new RwxMaterial(linelower.Substring(7).Trim().Split(' ')[0]));
                            }
                        }
                    }
                }
            }
        }
Пример #22
0
        void OnMaterialAdded(object obj)
        {
            var material = obj as Material;

            Materials.Add(material);
            Materials = new ObservableCollection <Material>(Materials.OrderBy(m => m.Name));

            IsDirty = true;
        }
Пример #23
0
        public InternalMesh(Mesh meshData, RendererMaterial material)
        {
            SetMesh(meshData);
            if (material == null)
            {
                throw new InvalidOperationException();
            }

            Materials.Add(material);
        }
Пример #24
0
        /// <summary>
        /// Loads a Material given the location and assigning it the given name
        /// </summary>
        /// <param name="location">The file location of the texture file, do not include the file extension</param>
        /// <param name="name">The name to give the material</param>
        /// <returns>A SquidEngine Material</returns>
        public override Material LoadMaterial(string location, string name)
        {
            Material _material = new Material();

            _material.Name     = name;
            _material.Filename = location;
            _material.Texture  = _content.Load <Texture2D>(location);
            Materials.Add(_material);
            return(_material);
        }
Пример #25
0
        public void NewMaterialAnim()
        {
            var mat = new MaterialAnimEntry("NewMaterialTarget");

            mat.LoadMaterial(new ShaderParamMatAnim()
            {
                Name = mat.Text
            });
            Materials.Add(mat);
        }
Пример #26
0
        public void NewMaterialAnim()
        {
            var mat = new MaterialAnimEntry("NewMaterialTarget");

            mat.LoadMaterial(new MaterialAnimData()
            {
                Name = mat.Text
            }, this);
            Materials.Add(mat);
        }
Пример #27
0
 public void AddExtraMaterial(List <Material> materials)
 {
     if (Extra != null)
     {
         foreach (Material item in Extra)
         {
             Materials.Add(item);
         }
     }
 }
Пример #28
0
        public void BuildModel(RenderResource resource, int modelIndex, CDC.Objects.ExportOptions options)
        {
            _srModel = _srFile.Models[modelIndex];
            String modelName = _objectName + "-" + modelIndex.ToString();

            #region Materials

            for (int materialIndex = 0; materialIndex < _srModel.MaterialCount; materialIndex++)
            {
                Material material = new Material();
                material.Visible = _srModel.Materials[materialIndex].visible;
                // Breaks early SR1 builds.
                //material.BlendMode = _srModel.Materials[materialIndex].blendMode;
                //int sortPush = unchecked((sbyte)_srModel.Materials[materialIndex].sortPush);
                //sortPush = 128 - sortPush;
                //material.DepthBias = (1.0f / 100000.0f) * sortPush;
                // Maybe use a hack for warpgates WARPGATE_DrawWarpGateRim indicates tree 3 should have lower priority.
                Color colorDiffuse = Color.FromArgb((int)unchecked (_srModel.Materials[materialIndex].colour));
                material.Diffuse         = colorDiffuse;
                material.TextureFileName = CDC.Objects.Models.SRModel.GetTextureName(_srModel, materialIndex, options);
                Materials.Add(material);
            }

            #endregion

            #region Groups
            for (int groupIndex = 0; groupIndex < _srModel.Groups.Length; groupIndex++)
            {
                Tree   srGroup   = _srModel.Groups[groupIndex];
                String groupName = String.Format("{0}-{1}-group-{2}", _objectName, modelIndex, groupIndex);
                if (srGroup != null && srGroup.mesh != null &&
                    srGroup.mesh.indexCount > 0 && srGroup.mesh.polygonCount > 0)
                {
                    ModelNode    group      = new ModelNode();
                    SRMeshParser meshParser = new SRMeshParser(_objectName, _srFile);
                    meshParser.BuildMesh(resource, modelIndex, groupIndex, 0);
                    foreach (SubMesh subMesh in meshParser.SubMeshes)
                    {
                        // If the mesh parser knew the total submeshes for the model,
                        // then this could be done inside BuildMesh.
                        subMesh.MeshIndex = Meshes.Count;
                        group.SubMeshIndices.Add(SubMeshes.Count);
                        SubMeshes.Add(subMesh);
                    }
                    Meshes.Add(meshParser.Mesh);
                    group.Name = groupName;
                    Groups.Add(group);
                }
            }
            #endregion

            ModelName = modelName;
            Model     = new Model(this);
        }
Пример #29
0
        public void AddRenderingSteps(Renderer[] renderers, Color outlineColor, int thickness, Shader drawSilhouettesShader)
        {
            if ((renderers == null) || (renderers.Length == 0))
            {
                Debug.LogError("target to be rendered not set");
                return;
            }

            Material currentMat = null;

            if (materialCounter >= Materials.Count)
            {
                currentMat = new Material(drawSilhouettesShader);
                Materials.Add(currentMat);
            }
            else
            {
                currentMat = Materials[materialCounter];
            }

            materialCounter++;

            currentMat.SetColor(silhouetteColorID, OutlineInfo.Encode(outlineColor, thickness));

            int renderersStart = Renderers.Count;

            Renderers.AddRange(renderers);

            Renderer r = null;

            for (int i = renderersStart; i < Renderers.Count; i++)
            {
                r = Renderers[i];
                if (r.isVisible)
                {
                    if (r is SkinnedMeshRenderer)
                    {
                        SkinnedMeshRenderer skinned = (SkinnedMeshRenderer)r;
                        if (skinned.sharedMesh)
                        {
                            for (int c = 0; c < skinned.sharedMesh.subMeshCount; c++)
                            {
                                CommandBuffer.DrawRenderer(r, currentMat, c, 0);
                            }
                        }
                    }
                    else
                    {
                        CommandBuffer.DrawRenderer(r, currentMat, 0, 0);
                    }
                }
            }
            //TODO: probabilmente Renderers può essere eliminato e può essere usato solo l'array argomento del metodo renderers
        }
Пример #30
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="materials"></param>
        /// <returns>The Elements object.</returns>
        public Elements AddMaterials(List <AbsElement> materials)
        {
            {
                foreach (var material in materials)
                {
                    Materials.Add(material);
                }
            }

            return(this);
        }