本文整理汇总了C#中BeginMode类的典型用法代码示例。如果您正苦于以下问题:C# BeginMode类的具体用法?C# BeginMode怎么用?C# BeginMode使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
BeginMode类属于命名空间,在下文中一共展示了BeginMode类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: DrawableShape
public DrawableShape( bool useDisplayList )
{
UseDisplayList = useDisplayList;
PrimitiveMode = BeginMode.Triangles;
VertexArray = null;
IndexArray = null;
}
开发者ID:challal,项目名称:scallion,代码行数:7,代码来源:DrawableShape.cs
示例2: Mesh
public Mesh(VertexBuffer vertexBuffer, IndexBuffer indexBuffer,
BeginMode mode = BeginMode.Triangles)
{
_vertexBuffer = vertexBuffer;
_indexBuffer = indexBuffer;
_renderingMode = mode;
}
开发者ID:TekuConcept,项目名称:Folding-Atomata,代码行数:7,代码来源:Mesh.cs
示例3: Mesh3D
//public Mesh3D(BeginMode mode)
// :this(null, mode)
//{
//}
public Mesh3D(GraphicsInterface gi, BeginMode mode)
{
GI = gi;
fDrawingPrimitive = mode;
fUseVertices = true;
fUseIndices = true;
}
开发者ID:Wiladams,项目名称:NewTOAPIA,代码行数:12,代码来源:Mesh3D.cs
示例4: DrawableShape
public DrawableShape( )
{
PrimitiveMode = BeginMode.Triangles;
VertexArray = null;
IndexArray = null;
}
开发者ID:meshdgp,项目名称:MeshDGP,代码行数:7,代码来源:DrawableShape.cs
示例5: IndexBuffer
public IndexBuffer(int length, BeginMode type = BeginMode.Triangles)
{
_acceptedAsType = type;
//_indices.reserve(length);
for (int j = 0; j < length; j++)
_indices.Add((int)j);
}
开发者ID:TekuConcept,项目名称:Folding-Atomata,代码行数:8,代码来源:IndexBuffer.cs
示例6: Draw
public void Draw(BeginMode beginMode)
{
Activate();
{
GL.DrawArrays(beginMode, 0, size);
}
Deactivate();
}
开发者ID:overdrivek,项目名称:severed-infinity,代码行数:8,代码来源:VBO.cs
示例7: VertexArray
public VertexArray(float[] Verts, float[] Colors, float[] Texcoords, int Num, BeginMode Mode)
{
_verts = Verts;
_colors = Colors;
_texcoords = Texcoords;
_num = Num;
_mode = Mode;
}
开发者ID:bobtwinkles,项目名称:Defence,代码行数:8,代码来源:VertexArray.cs
示例8: ShaderProgram
public ShaderProgram()
{
BeginMode = BeginMode.Triangles;
_attributes = new List<AttributeInfo>();
_textures = new Dictionary<String, TextureInfo>();
_uniforms = new Dictionary<String, int>();
VertexDataStride = 0;
VertexDataSize = 0;
_started = false;
}
开发者ID:Metapyziks,项目名称:ComputerGraphicsCoursework,代码行数:10,代码来源:ShaderProgram.cs
示例9: VBO
public VBO(OpenGL gl, BeginMode beginMode)
{
Mode = beginMode;
_gl = gl;
var buffers = new uint[1];
gl.GenBuffers(1, buffers);
Handle = buffers[0];
Count = 0;
}
开发者ID:rho24,项目名称:OpenCAD,代码行数:11,代码来源:VBO.cs
示例10: addDrawable
public static void addDrawable(Drawable2D drawable, BeginMode begin_mode, ProgramObject program)
{
DrawingInfo drawing_info = new DrawingInfo();
drawing_info.begin_mode = begin_mode;
drawing_info.program = program;
GL.GenVertexArrays(1, out drawing_info.VAO_ID);
GL.GenBuffers(1, out drawing_info.VBO_ID);
objects.Add(drawable, drawing_info);
}
开发者ID:nicogarcia,项目名称:cg,代码行数:11,代码来源:GLManager.cs
示例11: Begin
public static void Begin(BeginMode mode)
{
immMode = mode;
if(vertices == null)vertices = new List<vector3d>();
if(colors == null)colors = new List<vector4d>();
if(normals == null)normals = new List<vector3d>();
if(texcoords == null)texcoords = new List<vector3d>();
vertices.Clear();
colors.Clear();
normals.Clear();
texcoords.Clear();
}
开发者ID:himanshugoel2797,项目名称:OpenTK.PSM,代码行数:13,代码来源:ImmediateMode.cs
示例12: Draw
public Draw(ProgramObject program, BeginMode begin_mode)
: base(program, begin_mode)
{
/*Triangle t = new Triangle(new Vertex[]{
new Vertex(new Vector4(0, 0, 0, 1f)),
new Vertex(new Vector4(0.5f, 0.5f, 0, 1f)),
new Vertex(new Vector4(0.5f, 0, 0, 1f)),
});
triangles.Add(t);*/
//triangles.triangulate(sweep.polynet.faces.ToArray());
}
开发者ID:GNZ,项目名称:CG,代码行数:13,代码来源:Draw.cs
示例13: RenderCube
public static void RenderCube(Vector3 location, Vector3 size, BeginMode mode, Vector3 colorMult)
{
MatrixHelper.SetViewProjection(ref Forgottenvoxels.lookat, ref Forgottenvoxels.perspective);
ShaderController.Cube.UseProgram();
ShaderController.Cube.SetUniform("colorMult", colorMult);
GL.Enable(EnableCap.DepthTest);
GL.Translate(location);
GL.Scale(size * 4);
buffer.Render(mode);
GL.Scale(-(size * 4));
GL.Translate(-location);
GL.Disable(EnableCap.DepthTest);
GL.UseProgram(0);
}
开发者ID:eweilow,项目名称:Forgotten-Voxels,代码行数:14,代码来源:CubeRenderer.cs
示例14: GetArraysforVBO
public void GetArraysforVBO(out BeginMode primitives, out VertexT2fN3fV3f[] vertices, out uint[] indices)
{
primitives = PrimitiveMode;
vertices = new VertexT2fN3fV3f[VertexArray.Length];
for (uint i = 0; i < VertexArray.Length; i++)
{
vertices[i].TexCoord = (Vector2)VertexArray[i].TexCoord;
vertices[i].Normal = (Vector3)VertexArray[i].Normal;
vertices[i].Position = (Vector3)VertexArray[i].Position;
}
indices = IndexArray;
}
开发者ID:challal,项目名称:scallion,代码行数:14,代码来源:DrawableShape.cs
示例15: BeginMode
public static void BeginMode(PrimitiveTopology bTopology, out BeginMode mode, out int patchVertexCount)
{
switch (bTopology)
{
case PrimitiveTopology.PointList: mode = OpenTK.Graphics.OpenGL.BeginMode.Points; patchVertexCount = 0; return;
case PrimitiveTopology.LineList: mode = OpenTK.Graphics.OpenGL.BeginMode.Lines; patchVertexCount = 0; return;
case PrimitiveTopology.LineStrip: mode = OpenTK.Graphics.OpenGL.BeginMode.LineStrip; patchVertexCount = 0; return;
case PrimitiveTopology.TriangleList: mode = OpenTK.Graphics.OpenGL.BeginMode.Triangles; patchVertexCount = 0; return;
case PrimitiveTopology.TriangleStrip: mode = OpenTK.Graphics.OpenGL.BeginMode.TriangleStrip; patchVertexCount = 0; return;
case PrimitiveTopology.LineListWithAdjacency: mode = OpenTK.Graphics.OpenGL.BeginMode.LinesAdjacency; patchVertexCount = 0; return;
case PrimitiveTopology.LineStripWithAdjacency: mode = OpenTK.Graphics.OpenGL.BeginMode.LineStripAdjacency; patchVertexCount = 0; return;
case PrimitiveTopology.TriangleListWithAdjacency: mode = OpenTK.Graphics.OpenGL.BeginMode.TrianglesAdjacency; patchVertexCount = 0; return;
case PrimitiveTopology.TriangleStripWithAdjacency: mode = OpenTK.Graphics.OpenGL.BeginMode.TriangleStripAdjacency; patchVertexCount = 0; return;
case PrimitiveTopology.PatchList1: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 1; return;
case PrimitiveTopology.PatchList2: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 2; return;
case PrimitiveTopology.PatchList3: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 3; return;
case PrimitiveTopology.PatchList4: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 4; return;
case PrimitiveTopology.PatchList5: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 5; return;
case PrimitiveTopology.PatchList6: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 6; return;
case PrimitiveTopology.PatchList7: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 7; return;
case PrimitiveTopology.PatchList8: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 8; return;
case PrimitiveTopology.PatchList9: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 9; return;
case PrimitiveTopology.PatchList10: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 10; return;
case PrimitiveTopology.PatchList11: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 11; return;
case PrimitiveTopology.PatchList12: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 12; return;
case PrimitiveTopology.PatchList13: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 13; return;
case PrimitiveTopology.PatchList14: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 14; return;
case PrimitiveTopology.PatchList15: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 15; return;
case PrimitiveTopology.PatchList16: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 16; return;
case PrimitiveTopology.PatchList17: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 17; return;
case PrimitiveTopology.PatchList18: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 18; return;
case PrimitiveTopology.PatchList19: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 19; return;
case PrimitiveTopology.PatchList20: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 20; return;
case PrimitiveTopology.PatchList21: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 21; return;
case PrimitiveTopology.PatchList22: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 22; return;
case PrimitiveTopology.PatchList23: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 23; return;
case PrimitiveTopology.PatchList24: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 24; return;
case PrimitiveTopology.PatchList25: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 25; return;
case PrimitiveTopology.PatchList26: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 26; return;
case PrimitiveTopology.PatchList27: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 27; return;
case PrimitiveTopology.PatchList28: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 28; return;
case PrimitiveTopology.PatchList29: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 29; return;
case PrimitiveTopology.PatchList30: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 30; return;
case PrimitiveTopology.PatchList31: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 31; return;
case PrimitiveTopology.PatchList32: mode = OpenTK.Graphics.OpenGL.BeginMode.Patches; patchVertexCount = 32; return;
default: throw new ArgumentOutOfRangeException("bTopology");
}
}
开发者ID:Zulkir,项目名称:Beholder,代码行数:48,代码来源:CtObjectGL.cs
示例16: Drawable3D
public Drawable3D(ProgramObject program, BeginMode begin_mode)
{
this.begin_mode = begin_mode;
this.program = program;
projection_location = GL.GetUniformLocation(program.program_handle, "projectionMatrix");
model_view_location = GL.GetUniformLocation(program.program_handle, "modelView");
normal_location = GL.GetUniformLocation(program.program_handle, "normalMatrix");
light_position_location = GL.GetUniformLocation(program.program_handle, "light_position");
light_intensity_location = GL.GetUniformLocation(program.program_handle, "light_intensity");
material_ka_location = GL.GetUniformLocation(program.program_handle, "material_ka");
material_kd_location = GL.GetUniformLocation(program.program_handle, "material_kd");
material_ks_location = GL.GetUniformLocation(program.program_handle, "material_ks");
material_shine_location = GL.GetUniformLocation(program.program_handle, "material_shine");
colored_location = GL.GetUniformLocation(program.program_handle, "colored");
}
开发者ID:GNZ,项目名称:CG,代码行数:17,代码来源:Drawable3D.cs
示例17: VertexArrayObject
/// <summary>
/// Initializes a new <see cref="VertexArrayObject"/>.
/// </summary>
/// <param name="indexBuffer">The <see cref="IBuffer"/> containing the index data.</param>
/// <param name="drawMode">The <see cref="BeginMode"/>.</param>
/// <param name="indexBufferType">The type of the indices.</param>
/// <param name="buffers">The buffers containing the actual vertex data.</param>
public VertexArrayObject(IReadOnlyBuffer indexBuffer, BeginMode drawMode, DrawElementsType indexBufferType, params BufferDescription[] buffers)
{
Contract.Requires<ArgumentNullException>(buffers != null);
Contract.Requires<ArgumentNullException>(indexBuffer != null);
Contract.Requires<ArgumentException>(indexBuffer.Target == BufferTarget.ElementArrayBuffer);
this.VerifyAccess();
this.DrawMode = drawMode;
this.IndexBuffer = indexBuffer;
this.IndexType = indexBufferType;
this.VertexBuffers = buffers.ToImmutableArray();
this.Handle = GL.GenVertexArray();
// Can't use Binding and using clause here because it causes a stack overflow (Bindable.Bind -> Initialize)
try
{
GL.BindVertexArray(this);
foreach (BufferDescription desc in this.VertexBuffers)
{
if (desc.Buffer != null)
{
using (Binding vboBinding = desc.Buffer.Bind())
{
foreach (VertexAttributePointer vertexPointer in desc.VertexAttributePointers.OrderBy(vap => vap.Index))
{
vertexPointer.Enable();
vertexPointer.Apply();
}
}
}
}
this.IndexBuffer.Bind();
}
finally
{
GL.BindVertexArray(0);
}
this.IndexBuffer.Unbind();
}
开发者ID:ScianGames,项目名称:Engine,代码行数:48,代码来源:VertexArrayObject.cs
示例18: drawRectBase
private static void drawRectBase(BeginMode mode, float x, float y, float z, float w, float h, bool allowSmooth)
{
if (allowSmooth)
{
GL.Enable(EnableCap.LineSmooth);
}
else
{
GL.Disable(EnableCap.LineSmooth);
}
rectVertices[0, 0] = x;
rectVertices[0, 1] = y;
rectVertices[0, 2] = z;
rectVertices[1, 0] = x + w;
rectVertices[1, 1] = y;
rectVertices[1, 2] = z;
rectVertices[2, 0] = x + w;
rectVertices[2, 1] = y + h;
rectVertices[2, 2] = z;
rectVertices[3, 0] = x;
rectVertices[3, 1] = y + h;
rectVertices[3, 2] = z;
GL.PushMatrix();
//开始绘制
GL.EnableClientState(ArrayCap.VertexArray);
GL.VertexPointer(3, VertexPointerType.Float, 0, rectVertices);
GL.DrawArrays(mode, 0, 4);
GL.DisableClientState(ArrayCap.VertexArray);
GL.PopMatrix();
if (!allowSmooth)
{
GL.Enable(EnableCap.LineSmooth);
}
else
{
GL.Disable(EnableCap.LineSmooth);
}
}
开发者ID:AndrewFanChina,项目名称:Cyclone2D-Editor,代码行数:38,代码来源:GLGraphics.cs
示例19: Begin
public static void Begin(BeginMode mode, Action action) {
GL.Begin(mode);
action();
GL.End();
}
开发者ID:nathanial,项目名称:GLGraph.NET,代码行数:5,代码来源:OpenGL.cs
示例20: Mesh3D
public Mesh3D(BeginMode mode)
{
fMode = mode;
fUseVertices = true;
fUseIndices = true;
}
开发者ID:Wiladams,项目名称:NewTOAPIA,代码行数:6,代码来源:Mesh3D.cs
注:本文中的BeginMode类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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