/// <summary> /// Adds an OpenGl object to the scene /// </summary> /// <param name="objectToAdd"></param> public static void AddObjectToDrawList(OpenGlObject objectToAdd) { m_objectsToDraw.Add(objectToAdd); }
/// <summary> /// Adds an OpenGl object to the scene /// </summary> /// <param name="objectToAdd"></param> public static void AddObjectToDrawList(OpenGlObject objectToAdd) { _remoteDrawingList.Add(objectToAdd); }
/// <summary> /// Replaces an object at a specified index with a new one. /// </summary> /// <param name="index"></param> /// <param name="newObject"></param> public void ReplaceAt(int index, OpenGlObject newObject) { m_objectsToDraw[index] = newObject; }
/// <summary> /// Updates the UI controls with a selected object's properties /// </summary> /// <param name="currentObject"></param> private void PopulateUIWithObjectProperties(OpenGlObject currentObject) { //populate controls with current object properties numericUpDownObjectWidth.Value = Convert.ToDecimal(currentObject.Length); numericUpDownObjectDepth.Value = Convert.ToDecimal(Math.Abs(currentObject.Depth)); //TODO: Check why OpenGLObject.Depth return +ve and -ve values for different objects. numericUpDownDistanceFromGround.Value = Convert.ToDecimal(currentObject.Y); numericUpDownObjectHeight.Value = Convert.ToDecimal(currentObject.Height); txtBxLeftRightPosition.Text = Convert.ToString(currentObject.X); }
/// <summary> /// Adds an OpenGl object to the drawing list. /// </summary> /// <param name="objectToAdd"></param> public void Add(OpenGlObject objectToAdd) { m_objectsToDraw.Add(objectToAdd); }