protected override void DrawPlayerModel(Player p) { Gfx.Texturing = true; Gfx.BindTexture(texId); for (int i = 0; i < RawParts.Count; i++) { RawPart raw = RawParts[i]; Gfx.AlphaTest = raw.AlphaTest; if (raw.Wireframe) { GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line); } DrawRotate(p, raw, parts[i]); if (raw.Wireframe) { GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill); } } /* * DrawRotate( 0, 24/16f, 0, -p.PitchRadians, 0, 0, model.Head ); * DrawPart( model.Torso ); * DrawRotate( 0, 12/16f, 0, p.leftLegXRot, 0, 0, model.LeftLeg ); * DrawRotate( 0, 12/16f, 0, p.rightLegXRot, 0, 0, model.RightLeg ); * DrawRotate( -6/16f, 22/16f, 0, p.leftArmXRot, 0, p.leftArmZRot, model.LeftArm ); * DrawRotate( 6/16f, 22/16f, 0, p.rightArmXRot, 0, p.rightArmZRot, model.RightArm ); * * Gfx.AlphaTest = true; * DrawRotate( 0, 24f/16f, 0, -p.PitchRadians, 0, 0, model.Hat ); */ }
void PaintFloor() { Gfx.Texturing = true; Gfx.BindTexture(floorTexId); GL.Begin(BeginMode.Quads); GL.Color3(0.7f, 0.7f, 0.7f); GL.TexCoord2(0f, 0f); GL.Vertex3(-2f, -0.1f, -2f); GL.TexCoord2(2f, 0f); GL.Vertex3(2f, -0.1f, -2f); GL.TexCoord2(2f, 2f); GL.Vertex3(2f, -0.1f, 2f); GL.TexCoord2(0f, 2f); GL.Vertex3(-2f, -0.1f, 2f); GL.Color3(1f, 1f, 1f); GL.End(); Gfx.Texturing = false; }