public DisplacementPoint(Displacement parent, int x, int y) { Parent = parent; XIndex = x; YIndex = y; CurrentPosition = new Vertex(Coordinate.Zero, parent); InitialPosition = Coordinate.Zero; Displacement = new Vector(Coordinate.UnitZ, 0); OffsetDisplacement = new Vector(Coordinate.UnitZ, 0); Alpha = 0; }
private static void GLCoordinateTriangle(Vertex v1, Vertex v2, Vertex v3, bool texture) { var p1 = v1.Location.ToCoordinateF(); var p2 = v2.Location.ToCoordinateF(); var p3 = v3.Location.ToCoordinateF(); var normal = (p3 - p1).Cross(p2 - p1).Normalise(); GLCoordinate(v1, normal, texture); GLCoordinate(v2, normal, texture); GLCoordinate(v3, normal, texture); }
private static void GLCoordinate(Vertex v, Coordinate normal, bool texture) { if (texture) { GL.TexCoord2(v.DTextureU, v.DTextureV); } GL.Normal3(normal.DX, normal.DY, normal.DZ); GLCoordinate(v.Location); }
private static void GLCoordinate(Vertex v, CoordinateF normal) { GL.TexCoord2(v.DTextureU, v.DTextureV); GL.Normal3(normal.X, normal.Y, normal.Z); GLCoordinate(v.Location); }