LoadHUD() static private method

static private LoadHUD ( ) : void
return void
示例#1
0
        /// <summary>
        /// Call this once to initialise the renderer
        /// </summary>
        internal static void Initialize()
        {
            GL.ShadeModel(ShadingModel.Smooth);
            GL.ClearColor(Color4.Black);
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
            GL.Enable(EnableCap.DepthTest);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            GL.DepthFunc(DepthFunction.Lequal);
            GL.Hint(HintTarget.FogHint, HintMode.Fastest);
            GL.Hint(HintTarget.LineSmoothHint, HintMode.Fastest);
            GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Fastest);
            GL.Hint(HintTarget.PointSmoothHint, HintMode.Fastest);
            GL.Hint(HintTarget.PolygonSmoothHint, HintMode.Fastest);
            GL.Hint(HintTarget.GenerateMipmapHint, HintMode.Nicest);
            GL.Disable(EnableCap.Dither);
            GL.CullFace(CullFaceMode.Front);
            GL.Enable(EnableCap.CullFace); CullEnabled        = true;
            GL.Disable(EnableCap.Lighting); LightingEnabled   = false;
            GL.Disable(EnableCap.Texture2D); TexturingEnabled = false;
            Interface.LoadHUD();
            InitLoading();
            Matrix4d lookat = Matrix4d.LookAt(0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0);

            GL.MatrixMode(MatrixMode.Modelview);
            GL.LoadMatrix(ref lookat);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            GL.Enable(EnableCap.Blend); BlendEnabled        = true;
            GL.Disable(EnableCap.Lighting); LightingEnabled = false;
            GL.Disable(EnableCap.Fog);
        }