示例#1
0
        protected void configure(float radius, Color color, TgcTexture texture, Vector3 center)
        {
            AutoTransformEnable = false;
            Transform           = Matrix.Identity;
            translation         = center;
            rotation            = new Vector3(0, 0, 0);
            enabled             = true;
            scale            = new Vector3(1, 1, 1);
            alphaBlendEnable = false;
            uvOffset         = new Vector2(0, 0);

            //BoundingSphere
            boundingSphere = new TgcBoundingSphere();

            //Shader
            effect = TgcShaders.Instance.VariosShader;

            //Tipo de vertice y technique
            if (texture != null)
            {
                setTexture(texture);
            }
            else
            {
                setColor(color);
            }

            basePoly      = eBasePoly.ICOSAHEDRON;
            levelOfDetail = 2;
            inflate       = true;
            ForceUpdate   = false;
            uvTiling      = new Vector2(1, 1);
        }
示例#2
0
        protected void configure(float radius, Color color, TgcTexture texture, TGCVector3 center)
        {
            AutoTransformEnable = false;
            Transform           = TGCMatrix.Identity;
            translation         = center;
            Rotation            = TGCVector3.Empty;
            Enabled             = true;
            Scale            = TGCVector3.One;
            AlphaBlendEnable = false;
            uvOffset         = TGCVector2.Zero;

            //BoundingSphere
            boundingSphere = new TgcBoundingSphere();

            //Shader
            Effect = TGCShaders.Instance.VariosShader;

            //Tipo de vertice y technique
            if (texture != null)
            {
                setTexture(texture);
            }
            else
            {
                setColor(color);
            }

            basePoly      = eBasePoly.ICOSAHEDRON;
            levelOfDetail = 2;
            inflate       = true;
            ForceUpdate   = false;
            uvTiling      = TGCVector2.One;
        }
示例#3
0
        protected void configure(float radius, Color color, TgcTexture texture, Vector3 center)
        {

            this.autoTransformEnable = true;
            this.transform = Matrix.Identity;
            this.translation = center;
            this.rotation = new Vector3(0, 0, 0);
            this.enabled = true;
            this.scale = new Vector3(1, 1, 1);
            this.alphaBlendEnable = false;
            this.uvOffset = new Vector2(0, 0);

            //BoundingSphere
            boundingSphere = new TgcBoundingSphere();

            //Shader
            this.effect = GuiController.Instance.Shaders.VariosShader;

            //Tipo de vertice y technique
            if (texture != null) this.setTexture(texture);
            else this.setColor(color);

            basePoly = eBasePoly.ICOSAHEDRON;
            levelOfDetail = 2;
            inflate = true;
            ForceUpdate = false;
            uvTiling = new Vector2(1, 1);
        }