public TestSpriteClassState(TextureManager textureManager) { _textureManager = textureManager; _testSprite.Texture = _textureManager.Get("face_alpha"); _testSprite.SetHeight(256*0.5f); _testSprite2.Texture = _textureManager.Get("face_alpha"); _testSprite2.SetPosition(-256, -256); _testSprite2.SetColor(new Color(1, 0, 0, 1)); }
public TestSpriteClassState(TextureManager textureManager) { _textureManager = textureManager; _testSprite.Texture = _textureManager.Get("face_alpha"); _testSprite.SetHeight(256 * 0.5f); _testSprite2.Texture = _textureManager.Get("face_alpha"); _testSprite2.SetPosition(-256, -256); _testSprite2.SetColor(new Color(1, 0, 0, 1)); }
public void Render() { double height = 200; double width = 200; var halfHeight = height / 2; var halfWidth = width / 2; double x = 0, y = 0, z = 0; float topUV = 0; float bottomUV = 1; float leftUV = 0; float rightUV = 1; float red = 1; float green = 0; float blue = 0; float alpha = 1; var texture = _textureManager.Get("face_alpha"); GL.Enable(EnableCap.Texture2D); GL.BindTexture(TextureTarget.Texture2D, texture.Id); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); GL.ClearColor(0f, 0f, 0f, 1f); GL.Clear(ClearBufferMask.ColorBufferBit); GL.Begin(PrimitiveType.Triangles); { GL.Color4(red, green, blue, alpha); GL.TexCoord2(leftUV, topUV); GL.Vertex3(x - halfWidth, y + halfHeight, z); //top left GL.TexCoord2(rightUV, topUV); GL.Vertex3(x + halfWidth, y + halfHeight, z); //top right GL.TexCoord2(leftUV, bottomUV); GL.Vertex3(x - halfWidth, y - halfHeight, z); //bottom left GL.TexCoord2(rightUV, topUV); GL.Vertex3(x + halfWidth, y + halfHeight, z); //top right GL.TexCoord2(rightUV, bottomUV); GL.Vertex3(x + halfWidth, y - halfHeight, z); //bottom right GL.TexCoord2(leftUV, bottomUV); GL.Vertex3(x - halfWidth, y - halfHeight, z); //bottom left } GL.End(); }