示例#1
0
 public ProjectionLight(Vector3 position, Quaternion rotation, int mapwidth, int mapheight, float fov, float near, float far)
 {
     camera = new Camera(position, Vector3.Zero, Vector3.UnitY, mapwidth / mapheight, fov, near, far);
     camera.LookAt(Vector3.Zero);
     FBO = new Framebuffer(mapwidth, mapheight, true);
     FBO.DepthInternalFormat = PixelInternalFormat.DepthComponent32f;
     FBO.DepthPixelFormat = PixelFormat.DepthComponent;
     FBO.DepthPixelType = PixelType.Float;
 }
示例#2
0
 public ProjectionLight(Vector3 position, Quaternion rotation, int mapwidth, int mapheight, float fov, float near, float far)
 {
     FarPlane = far;
     camera = new Camera(position, Vector3.Zero, mapwidth / mapheight, fov, near, far);
     camera.LookAt(Vector3.Zero);
     FBO = new Framebuffer(mapwidth, mapheight, true);
     //FBO.ColorInternalFormat = PixelInternalFormat.Rgba8;
     //FBO.ColorPixelFormat = PixelFormat.Rgba;
     //FBO.ColorPixelType = PixelType.UnsignedByte;
     Shader = GenericMaterial.FromName("ConeLight");
     ViewPort = new Size(mapwidth, mapheight);
 }