protected virtual void ConstructSections() { for (int i = 1; i <= NumberOfSections; i++) { RectangleF textureRect = new RectangleF((float)(NumberOfSections - i) / NumberOfSections, 1, 1.0f / NumberOfSections, 1); CylinderSection newSection = new CylinderSection(GI, Radius, Height, ArcDegrees, Stacks, Slices, textureRect); Sections.Add(newSection); } }
public SpeakerCube(GraphicsInterface gi, GLTexture faceTexture) :base(gi, faceTexture, 4, 4.0f, 4.0f, 10, 10, 1.0f) { Translation = new float3(0, 4.0f, 0.0); fSpeakerSeparation = 0.30f; // Sections displaying current speaker fSpeakerSection0 = new CylinderSection(GI, 4.0f, 4.0f, 45, 10, 10); fSpeakerSection90 = new CylinderSection(GI, 4.0f, 4.0f, 45, 10, 10); fSpeakerSection180 = new CylinderSection(GI, 4.0f, 4.0f, 45, 10, 10); fSpeakerSection270 = new CylinderSection(GI, 4.0f, 4.0f, 45, 10, 10); }