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); }
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; }
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); }