private void InitializeFloorAsphalt() { float l = spaceSize; float h = 0f; VertexData[] vertices = new VertexData[] { new VertexData { Position = new Vector3(-l, h, -l), Normal = Vector3.Up, Texture = new Vector2(0.0f, 0.0f) }, new VertexData { Position = new Vector3(-l, h, +l), Normal = Vector3.Up, Texture = new Vector2(0.0f, 1.0f) }, new VertexData { Position = new Vector3(+l, h, -l), Normal = Vector3.Up, Texture = new Vector2(1.0f, 0.0f) }, new VertexData { Position = new Vector3(+l, h, +l), Normal = Vector3.Up, Texture = new Vector2(1.0f, 1.0f) }, }; uint[] indices = new uint[] { 0, 1, 2, 1, 3, 2, }; MaterialContent mat = MaterialContent.Default; mat.DiffuseTexture = "SceneLights/floors/asphalt/d_road_asphalt_stripes_diffuse.dds"; mat.NormalMapTexture = "SceneLights/floors/asphalt/d_road_asphalt_stripes_normal.dds"; mat.SpecularTexture = "SceneLights/floors/asphalt/d_road_asphalt_stripes_specular.dds"; var content = ModelContent.GenerateTriangleList(vertices, indices, mat); var desc = new ModelDescription() { Name = "Floor", Static = true, CastShadow = true, DeferredEnabled = true, DepthEnabled = true, AlphaEnabled = false, UseAnisotropicFiltering = true, Content = new ContentDescription() { ModelContent = content } }; this.AddComponent <Model>(desc); }
private void InitializeFloor() { float l = 10f; float h = 0f; VertexData[] vertices = new VertexData[] { new VertexData { Position = new Vector3(-l, -h, -l), Normal = Vector3.Up, Texture = new Vector2(0.0f, 0.0f) }, new VertexData { Position = new Vector3(-l, -h, +l), Normal = Vector3.Up, Texture = new Vector2(0.0f, l) }, new VertexData { Position = new Vector3(+l, -h, -l), Normal = Vector3.Up, Texture = new Vector2(l, 0.0f) }, new VertexData { Position = new Vector3(+l, -h, +l), Normal = Vector3.Up, Texture = new Vector2(l, l) }, }; uint[] indices = new uint[] { 0, 1, 2, 1, 3, 2, }; var material = MaterialContent.Default; material.AmbientColor = Color.White * 0.4f; material.DiffuseTexture = "resources/floor.png"; var content = ModelContent.GenerateTriangleList(vertices, indices, material); var desc = new ModelDescription() { UseAnisotropicFiltering = true, Content = new ContentDescription() { ModelContent = content, } }; this.AddComponent <Model>(desc, SceneObjectUsages.Ground); }