glColorMaterial() private method

private glColorMaterial ( uint face, uint mode ) : void
face uint
mode uint
return void
示例#1
0
        protected virtual void initRenderingGL()
        {
            if (m_uint_DC == 0 || m_uint_RC == 0)
            {
                return;
            }

            GL.glShadeModel(GL.GL_SMOOTH);
            GL.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
            GL.glClearDepth(1.0f);

            GL.glEnable(GL.GL_LIGHT0);
            GL.glEnable(GL.GL_COLOR_MATERIAL);
            GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE);

            GL.glEnable(GL.GL_DEPTH_TEST);
            GL.glDepthFunc(GL.GL_LEQUAL);
            GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_Hint, GL.GL_NICEST);

            GL.glViewport(0, 0, Width, Height);
            GL.glClearColor(0, 0, 0, 0);
            GL.glMatrixMode(GL.GL_PROJECTION);
            GL.glLoadIdentity();
            GLU.gluPerspective(45.0, 1.0, 1.0, 1000.0);
            GL.glMatrixMode(GL.GL_MODELVIEW);
            GL.glLoadIdentity();
            GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedTraslations);

            InitTexture("SurgeryRoom.bmp");
        }
示例#2
0
        public void initRenderingGL()
        {
            if (m_uint_DC == 0 || m_uint_RC == 0)
            {
                return;
            }
            if (this.Width == 0 || this.Height == 0)
            {
                return;
            }

            GL.glShadeModel(GL.GL_SMOOTH);
            GL.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
            GL.glClearDepth(1.0f);

            GL.glEnable(GL.GL_LIGHT0);
            GL.glEnable(GL.GL_COLOR_MATERIAL);
            GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE); // GL.GL_AMBIENT_AND_DIFFUSE / GL.GL_SHININESS


            //GL.glEnable(GL.GL_DEPTH_TEST);
            GL.glDepthFunc(GL.GL_LEQUAL);

            GL.glViewport(0, 0, this.Width, this.Height);
            GL.glMatrixMode(GL.GL_PROJECTION);
            GL.glLoadIdentity();

            GLU.gluPerspective(45, ((double)Width) / Height, 1.0, 1000.0);
            GL.glMatrixMode(GL.GL_MODELVIEW);
            //save the current MODELVIEW Matrix (now it is Identity)
            //GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedRotationsTraslations);

            InitTexture("IMG\\1.bmp");
        }
示例#3
0
        protected virtual void initRenderingGL()
        {
            if (m_uint_DC == 0 || m_uint_RC == 0)
            {
                return;
            }
            if (this.Width == 0 || this.Height == 0)
            {
                return;
            }
            GL.glShadeModel(GL.GL_SMOOTH);
            GL.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
            GL.glClearDepth(1.0f);


            GL.glEnable(GL.GL_LIGHT0);
            GL.glEnable(GL.GL_COLOR_MATERIAL);
            GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE);

            GL.glEnable(GL.GL_DEPTH_TEST);
            GL.glDepthFunc(GL.GL_LEQUAL);
            GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_Hint, GL.GL_NICEST);

            GL.glViewport(0, 0, this.Width, this.Height);
            GL.glMatrixMode(GL.GL_PROJECTION);
            GL.glLoadIdentity();

            //nice 3D
            GLU.gluPerspective(45.0, 1.0, 0.4, 100.0);

            //! TEXTURE 1a
            GL.glEnable(GL.GL_COLOR_MATERIAL);
            float[] emis = { 0.3f, 0.3f, 0.3f, 1 };
            GL.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_EMISSION, emis);
            //! TEXTURE 1a



            GL.glShadeModel(GL.GL_SMOOTH);
            GLU.gluPerspective(viewAngle, (float)Width / (float)Height, 0.45f, 30.0f);

            GL.glMatrixMode(GL.GL_MODELVIEW);
            GL.glLoadIdentity();

            //! TEXTURE 1a
            GenerateTextures();
            //! TEXTURE 1b
            //save the current MODELVIEW Matrix (now it is Identity)
            GL.glGetDoublev(GL.GL_MODELVIEW_MATRIX, AccumulatedRotationsTraslations);
        }
示例#4
0
        protected virtual void initRenderingGL()
        {
            if (m_uint_DC == 0 || m_uint_RC == 0)
            {
                return;
            }
            if (this.Width == 0 || this.Height == 0)
            {
                return;
            }
            GL.glShadeModel(GL.GL_SMOOTH);
            GL.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
            GL.glClearDepth(1.0f);

            if (GlobalProperties.LightBeamOn)
            {
                GL.glEnable(GL.GL_LIGHT0);
            }
            GL.glEnable(GL.GL_COLOR_MATERIAL);
            GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE);

            GL.glEnable(GL.GL_DEPTH_TEST);
            GL.glDepthFunc(GL.GL_LEQUAL);

            GL.glViewport(0, 0, this.Width, this.Height);
            GL.glClearColor(0, 0, 0, 0);
            GL.glMatrixMode(GL.GL_PROJECTION);
            GL.glLoadIdentity();

            GLU.gluPerspective(90.0, ((double)Width) / Height, 1.0, 1000.0);
            GL.glMatrixMode(GL.GL_MODELVIEW);
            GL.glLoadIdentity();


            GenerateTextures();
        }