public void Configure(IRenderer renderer)
 {
     _material.Configure(renderer);
     _mesh.Configure(renderer);
     renderer.SetInstanceData(_name, _instanceMatrices);
     renderer.SetInstanceAttribute(_name, _material.Shader.Name, 0, "instanceMatrix", 4 * Vector4.SizeInBytes, Vector4.SizeInBytes);
 }
 public void Configure(IRenderer renderer)
 {
     _material.Configure(renderer);
     renderer.LoadObject(_name);
     renderer.SetVerticesData(_name, GetVerticesData());
     renderer.SetIndexData(_name, GetFaceData());
     _vertices.First().Configure(_name, _material.Shader.Name, renderer); //We use the first vertex as representatve to configure the vertex info of the renderer
 }
 public void Configure(IRenderer renderer)
 {
     if (_vertices.Count > 0)
     {
         _material.Configure(renderer);
         renderer.LoadObject(_name);
         renderer.SetVerticesData(_name, GetVerticesData());
         renderer.SetIndexData(_name, GetIndexData());
         _vertices.First().Configure(_name, _material.Shader.Name, renderer);
     }
 }
示例#4
0
        public void Load()
        {
            var shaders = _resourceManager.GetShaders().ToList();

            foreach (var shader in shaders)
            {
                shader.Configure(_renderer);
            }
            _currentMaterial = new Material(shaders.First());
            _currentMaterial.Configure(_renderer);

            InitView(shaders);

            _shape = _shapes.First();
            _shape.Shape.Material = _currentMaterial;
            _shape.Configure(_renderer);
        }
    public void Load()
    {
      var shaders = _resourceManager.GetShaders().ToList();
      foreach (var shader in shaders)
      {
        shader.Configure(_renderer);
      }
      _currentMaterial = new Material(shaders.First());
      _currentMaterial.Configure(_renderer);

      InitView(shaders);

      _shape = _shapes.First();
      _shape.Shape.Material = _currentMaterial;
      _shape.Configure(_renderer);
    }