public SceneManager() : base("MVSceneManager") { // // TODO: Add constructor logic here // // set up default shadow parameters SetShadowTextureSettings(1024, 1, Axiom.Media.PixelFormat.FLOAT32_R); shadowColor = new ColorEx(0.75f, 0.75f, 0.75f); shadowFarDistance = 20000; shadowDirLightExtrudeDist = 100000; ShadowCasterRenderBackFaces = false; fogConfig = new FogConfig(this); ambientLightConfig = new AmbientLightConfig(this); }
public FogColorValue(FogConfig fogConfig) : base(AnimableType.ColorEx) { this.fogConfig = fogConfig; SetAsBaseValue(ColorEx.Black); }
public FogFarValue(FogConfig fogConfig) : base(AnimableType.Float) { this.fogConfig = fogConfig; SetAsBaseValue(0.0f); }
public FogNearValue(FogConfig fogConfig) : base(AnimableType.Float) { this.fogConfig = fogConfig; SetAsBaseValue(0.0f); }
public FogColorValue(FogConfig fogConfig) : base(AnimableType.ColorEx) { this.fogConfig = fogConfig; SetAsBaseValue(ColorEx.Black); }
public SceneManager() : base("MVSceneManager") { // // TODO: Add constructor logic here // // set up default shadow parameters SetShadowTextureSettings(1024, 1, Axiom.Media.PixelFormat.FLOAT32_R); shadowColor = new ColorEx(0.75f, 0.75f, 0.75f); shadowFarDistance = 20000; shadowDirLightExtrudeDist = 100000; ShadowCasterRenderBackFaces = false; fogConfig = new FogConfig(this); ambientLightConfig = new AmbientLightConfig(this); }