This object represents a simple row/column pair. it is no more complex than the POINT object found in typical Win32 calls, but it's name implies the representation of discrete resolution.
示例#1
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        /// <summary>
        /// To construct a mesh, we need to know the size and resolution.  
        /// We also set the texture as a convenience.
        /// </summary>
        /// <param name="boundary">The size on the XY plane.  The value is not used.</param>
        /// <param name="res">The resolution determines how many rows and columns of quads will be generated.</param>
        /// <param name="texture">An optional texture object to be bound to the mesh.
        /// Normalized texture coordinates will be generated whether a texture object is assigned or not.</param>
        public XYAxesPointMesh(Vector3D boundary, Resolution res)
            : base(BeginMode.Points)
        {
            fSize = boundary;
            fResolution = res;

            CreateMesh();
        }
示例#2
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        /// <summary>
        /// To construct a mesh, we need to know the size and resolution.  
        /// We also set the texture as a convenience.
        /// </summary>
        /// <param name="boundary">The size on the XY plane.  The value is not used.</param>
        /// <param name="res">The resolution determines how many rows and columns of quads will be generated.</param>
        /// <param name="texture">An optional texture object to be bound to the mesh.
        /// Normalized texture coordinates will be generated whether a texture object is assigned or not.</param>
        public XYAxesPointMesh(GraphicsInterface gi, Vector3D boundary, Resolution res, GLTexture texture)
            : base(gi, BeginMode.Points)
        {
            fSize = boundary;
            fResolution = res;
            Texture = texture;

            CreateMesh();
        }
示例#3
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        protected override void DrawBegin()
        {
            // Start with viewport covering whole window
            GI.Viewport(0, 0, fViewWidth, fViewHeight);

            // Create an orthographic view so we can draw
            // using 2D coordinates and not really worry about the
            // camera position
            GI.MatrixMode(MatrixMode.Projection);
            GI.LoadIdentity();

            GI.Ortho(0, fViewWidth, 0, fViewHeight, -1.0, 1.0);

            // Clear the color buffer to an unlikely color so
            // that we can see where the drawing is NOT occuring
            GI.Buffers.ColorBuffer.Color = new ColorRGBA(1, 0, 0, 1); ;
            GI.Buffers.ColorBuffer.Clear();

            // If the resolution of the mesh changed since the last time we were
            // drawing, recreate the mesh using the newest dimensions.
            if (fResolutionChanged)
            {
                Console.WriteLine("Block Size: {0}", fBlockSize);
                fResolutionChanged = false;
                fResolution = new Resolution(fVideoTexture.Width / fBlockSize, fVideoTexture.Height / fBlockSize);
                fFaceMesh = new XYAxesMesh(fFaceSize, fResolution, fYTexture);
            }
        }