/// <summary> /// Loads any additional final data. /// </summary> public override void PostLoad() { MainContext.Engine = this; FogMaxDist = () => ZFar(); GraphicsUtil.CheckError("PostLoad - Pre"); SysConsole.Output(OutputType.INIT, "GameEngine configuring graphics..."); GL.Enable(EnableCap.CullFace); GL.CullFace(CullFaceMode.Front); SysConsole.Output(OutputType.INIT, "GameEngine loading main 3D view..."); if (!IsSubEngine) { SubSize = new Vector2i(Window.Width, Window.Height); } MainView.Width = SubSize.X; MainView.Height = SubSize.Y; if (IsSubEngine) { MainView.GenerateFBO(); } MainView.Generate(this, SubSize.X, SubSize.Y); MainView.Render3D = Render3D; MainView.PostFirstRender = ReverseEntities; MainView.CameraUp = () => MainCamera.Up; AudioCamera = MainCamera; ZFar = () => MainCamera.ZFar; GraphicsUtil.CheckError("PostLoad - Post"); }
public void FixInvRender() { MainItemView.Render3D = RenderMainItem; foreach (LightObject light in MainItemView.Lights) { foreach (Light li in light.InternalLights) { li.Destroy(); } } MainItemView.Lights.Clear(); MainItemView.RenderClearAlpha = 0f; SkyLight tlight = new SkyLight(new Location(0, 0, 10), 64, Location.One, new Location(0, -1, -1).Normalize(), 64, false); MainItemView.Lights.Add(tlight); MainItemView.GenerateFBO(); MainItemView.Generate(this, Window.Width, Window.Height); }
public void FixInvRender() { MainItemView.Render3D = RenderMainItem; foreach (LightObject light in MainItemView.Lights) { foreach (Light li in light.InternalLights) { li.Destroy(); } } MainItemView.FastOnly = true; MainItemView.Lights.Clear(); MainItemView.RenderClearAlpha = 0f; SkyLight tlight = new SkyLight(new Location(0, 0, 10), 64, Location.One, new Location(0, -1, -1).Normalize(), 64, false, 64); MainItemView.Lights.Add(tlight); MainItemView.Width = Window.Width; MainItemView.Height = Window.Height; MainItemView.GenerateFBO(); MainItemView.Generate(this, Window.Width, Window.Height); // TODO: Change Width/Height here and above to actual viewed size? }