public I3DCamera CreateCameraAt(String pCameraName, Vector3 pCameraPosition) { X3DCamera camera = CameraFactory.Create3DCamera(pCameraName); this.Place(camera, pCameraPosition); return(camera); }
private void SetupRenderer() { RendererDelegate rDel = GetGlProc; var ptr = Marshal.GetFunctionPointerForDelegate(rDel); RegisterRenderer(ptr); //CreateRenderer(); //Initialize((uint) _window.ClientSize.Width, (uint) _window.ClientSize.Height); renderer = new X3DRenderer((uint)_window.ClientSize.Width, (uint)_window.ClientSize.Height); //Quickly test the mesh mesh = new X3DMesh(renderer); RustVector3 cam_pos = new RustVector3(0.0f, 0.0f, 0.0f); cam = new X3DCamera(60f, 0.02f, 100f, 16f, 1f / 100f, 100f, cam_pos); string vs = FileLoader.GetShader("shaders/vertex.glsl"); string fs = FileLoader.GetShader("shaders/fragment.glsl"); X3DShader shader = new X3DShader(vs, null, null, fs); material = new X3DMaterial(shader); }