public void SetMaterial(Material material) { var loc = GetUniformLocation("u_material.ambient"); GL.Uniform4(loc, material.Ambient); loc = GetUniformLocation("u_material.diffuse"); GL.Uniform4(loc, material.Diffuse); loc = GetUniformLocation("u_material.specular"); GL.Uniform4(loc, material.Specular); loc = GetUniformLocation("u_material.shininess"); GL.Uniform1(loc, material.Shininess); }
protected override void Init() { Material = new Material() { Ambient = new Vector4(0, 0, 0, 1), Diffuse = new Vector4(0.4f, 0.4f, 0.4f, 1), TextureTilingX = 1, TextureTilingY = 1, TextureRepeatX = false, TextureRepeatY = false }; Vertices = new Vector3[0]; Normals = new Vector3[0]; Indices = new short[0]; UV = new Vector2[0]; }
private void MaterialDlg_Load(object sender, EventArgs e) { if (_material == null) _material = new Material(); ShowColors(); }
public MeshComponent(GameObject gameObject) : base(gameObject) { Material = new Material(); }