当前位置: 首页>>代码示例>>C++>>正文


C++ ManualObject::position方法代码示例

本文整理汇总了C++中ManualObject::position方法的典型用法代码示例。如果您正苦于以下问题:C++ ManualObject::position方法的具体用法?C++ ManualObject::position怎么用?C++ ManualObject::position使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在ManualObject的用法示例。


在下文中一共展示了ManualObject::position方法的15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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: drawBox

    void BoxPrimitive::drawBox()
    {
        ManualObject* manualObject = getManualObject();
        manualObject->clear();
		std::vector<Vector3> corners;
        corners.reserve(8);

        Vector3 vmin = mSize.getMinimum();
        Vector3 vmax = mSize.getMaximum();

        manualObject->begin(mMaterialName);
            manualObject->position(vmin);                               // 0
            manualObject->position(Vector3(vmax.x, vmin.y, vmin.z));    // 1
            manualObject->position(Vector3(vmax.x, vmax.y, vmin.z));    // 2
            manualObject->position(Vector3(vmin.x, vmax.y, vmin.z));    // 3
            manualObject->position(Vector3(vmax.x, vmin.y, vmax.z));    // 4
            manualObject->position(Vector3(vmin.x, vmin.y, vmax.z));    // 5
            manualObject->position(Vector3(vmin.x, vmax.y, vmax.z));    // 6
            manualObject->position(vmax);                               // 7

            manualObject->quad(0, 3, 2, 1);
            manualObject->quad(0, 5, 6, 3);
            manualObject->quad(0, 1, 4, 5);
            manualObject->quad(7, 2, 3, 6);
            manualObject->quad(7, 4, 1, 2);
            manualObject->quad(7, 6, 5, 4);
        manualObject->end();
    }
开发者ID:BackupTheBerlios,项目名称:dsa-hl-svn,代码行数:28,代码来源:BoxPrimitive.cpp

示例2: createScene

//-------------------------------------------------------------------------------------
void HelloOGRE::createScene(void)
{
	using namespace Ogre;
	Ogre::Entity* ogreHead = mSceneMgr->createEntity("Head", "7.mesh");
	
	//Ogre::Entity* cube = mSceneMgr->createEntity("cube","abc.mesh");

	Ogre::SceneNode* headNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("Head");
	headNode->attachObject(ogreHead);
	

	ManualObject * axis = mSceneMgr->createManualObject("Axis");
	axis->begin("line",Ogre::RenderOperation::OperationType::OT_LINE_LIST);
	
	axis->position(0.0f,0.0f,0.0f);
	axis->position(20.0f,0.0f,0.0f);
	axis->end();
	headNode->attachObject(axis);
	// Set ambient light
	mSceneMgr->setAmbientLight(Ogre::ColourValue(1.0,0.5, 0.0));

	mSceneMgr->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE);
	mSceneMgr->setSkyDome(true,"Examples/Rockwall");
	//mSceneMgr->setSkyPlane(true,"Example/"
	
	// Create a light
	Ogre::Light* l = mSceneMgr->createLight("MainLight");
	l->setDiffuseColour(0.0f,1.0f,0.0f);
	
	l->setPosition(20,80,50);
	l->setDirection(0.0,0.0,0.0);
}
开发者ID:BGCX261,项目名称:zju-computer-game-svn-to-git,代码行数:33,代码来源:HelloOGRE.cpp

示例3:

//  util
//---------------------------------------------------------------------------------------------------------------
ManualObject* App::Create2D(const String& mat, Real s, bool dyn)
{
	ManualObject* m = mSceneMgr->createManualObject();
	m->setDynamic(dyn);
	m->setUseIdentityProjection(true);
	m->setUseIdentityView(true);
	m->setCastShadows(false);
	m->estimateVertexCount(4);
	m->begin(mat, RenderOperation::OT_TRIANGLE_STRIP);
	m->position(-s,-s*asp, 0);  m->textureCoord(0, 1);
	m->position( s,-s*asp, 0);  m->textureCoord(1, 1);
	m->position(-s, s*asp, 0);  m->textureCoord(0, 0);
	m->position( s, s*asp, 0);  m->textureCoord(1, 0);
	m->end();
 
	//TODO:replace OT_TRIANGLE_FAN with a more friendly version for D3D11 as it is not supported
	/*
	m->estimateVertexCount(6);
	m->begin(mat, RenderOperation::OT_TRIANGLE_LIST);

	m->position(-s,-s*asp, 0);  m->textureCoord(0, 1);
	m->position( s,-s*asp, 0);  m->textureCoord(1, 1);
	m->position( s, s*asp, 0);  m->textureCoord(1, 0);
	m->position(-s, s*asp, 0);  m->textureCoord(0, 0);
	m->position(-s,-s*asp, 0);  m->textureCoord(0, 1);
	m->position( s, s*asp, 0);  m->textureCoord(1, 0);
	m->end();
	*/
	AxisAlignedBox aabInf;	aabInf.setInfinite();
	m->setBoundingBox(aabInf);  // always visible
	m->setRenderQueueGroup(RQG_Hud2);
	return m;
}
开发者ID:jsj2008,项目名称:stuntrally,代码行数:35,代码来源:OgreApp.cpp

示例4: CreateModel

//  utility - create VDrift model in Ogre
//-------------------------------------------------------------------------------------------------------
ManualObject* App::CreateModel(SceneManager* sceneMgr, const String& mat,
	class VERTEXARRAY* a, Vector3 vPofs, bool flip, bool track, const String& name)
{
	int verts = a->vertices.size();
	if (verts == 0)  return NULL;
	int tcs   = a->texcoords[0].size(); //-
	int norms = a->normals.size();
	int faces = a->faces.size();
	// norms = verts, verts % 3 == 0

	ManualObject* m;
	if (name == "")
		m = sceneMgr->createManualObject();
	else
		m = sceneMgr->createManualObject(name);
	m->begin(mat, RenderOperation::OT_TRIANGLE_LIST);

	int t = 0;
	if (track)
	{	for (int v = 0; v < verts; v += 3)
		{
			m->position(a->vertices[v+0], a->vertices[v+2], -a->vertices[v+1]);
			if (norms)
			m->normal(	a->normals [v+0], a->normals [v+2], -a->normals [v+1]);
			if (t < tcs)
			{	m->textureCoord(a->texcoords[0][t], a->texcoords[0][t+1]);  t += 2;	}
		}
		for (int f = 0; f < faces; ++f)
			m->index(a->faces[f]);
	}else
	if (flip)
	{	for (int v = 0; v < verts; v += 3)
		{
			m->position(a->vertices[v], a->vertices[v+1], a->vertices[v+2]);
			if (norms)
			m->normal(  a->normals [v], a->normals [v+1], a->normals [v+2]);
			if (t < tcs)
			{	m->textureCoord(a->texcoords[0][t], a->texcoords[0][t+1]);  t += 2;	}
		}
		for (int f = 0; f < faces; f += 3)
		{	m->index(a->faces[f+2]);  m->index(a->faces[f+1]);  m->index(a->faces[f]);	}
	}else
	{	for (int v = 0; v < verts; v += 3)
		{
			m->position(-a->vertices[v+1]+vPofs.x, -a->vertices[v+2]+vPofs.y, a->vertices[v]+vPofs.z);
			if (norms)
			m->normal(	-a->normals [v+1], -a->normals [v+2], a->normals [v]);
			if (t < tcs)
			{	m->textureCoord(a->texcoords[0][t], a->texcoords[0][t+1]);  t += 2;	}
		}
		for (int f = 0; f < faces; f += 3)
		{	m->index(a->faces[f+2]);  m->index(a->faces[f+1]);  m->index(a->faces[f]);	}
	}
	m->end();
	return m;
}
开发者ID:HaohaoLau,项目名称:stuntrally,代码行数:58,代码来源:TrackVdr.cpp

示例5: createManual

void HelloOgre::createManual(){
	Ogre::SceneManager* mSceneMgr= OgreApp::I()->getSceneManager();
#if 1
	ManualObject* manual = mSceneMgr->createManualObject("manual");
	// specify the material (by name) and rendering type
	manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_LIST);
//	manual->begin("BaseWhiteNoLighting", RenderOperation::OT_TRIANGLE_STRIP);
	// define start and end point
	manual->position(-100, -100, -100 );
	manual->position(100, 100, 100 );
	manual->colour( 1.0f, 1.0f, 1.0f, 1.0f );
	// tell Ogre, your definition has finished
	manual->end();
	// add ManualObject to the RootSceneNode (so it will be visible)
	mSceneMgr->getRootSceneNode()->attachObject(manual);
#endif

#if 1
// Create a manual object for 2D
	manual = mSceneMgr->createManualObject("manual2");
	 
	// Use identity view/projection matrices
	manual->setUseIdentityProjection(true);
	manual->setUseIdentityView(true);
	 
	manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_STRIP);
	 
	manual->position(-0.2, -0.2, 0.0);
	manual->position( 0.2, -0.2, 0.0);
	manual->position( 0.2,  0.2, 0.0);
	manual->position(-0.2,  0.2, 0.0);
	 
	manual->index(0);
	manual->index(1);
	manual->index(2);
	manual->index(3);
	manual->index(0);
	 
	manual->end();
	 
	// Use infinite AAB to always stay visible
	AxisAlignedBox aabInf;
	aabInf.setInfinite();
	manual->setBoundingBox(aabInf);
	 
	// Render just before overlays
	manual->setRenderQueueGroup(RENDER_QUEUE_OVERLAY - 1);
	 
	// Attach to scene
	mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(manual);
#endif
}
开发者ID:dorgonman,项目名称:cocos2d-x-ogre,代码行数:52,代码来源:helloogre.cpp

示例6: createDebugNormals

	ManualObject* SnowTerrain::createDebugNormals(Ogre::SceneManager* mSceneMgr)
	{
		ManualObject* manual = mSceneMgr->createManualObject("NormalsDebug");

		float *heights = getTerrainHeightData();
		Vector4 *normals = getTerrainNormalData();
		manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_LIST);

		int terrainSize = getTerrain()->getSize();
		int terrainWorldSize = getTerrain()->getWorldSize();

		for(int z = 0; z < terrainSize; ++z)
		{
			for(int x = 0; x < terrainSize; ++x)
			{
				int i = ((terrainSize)*(terrainSize) ) - (z+1)*terrainSize + (x+1);

				Vector3 n = Vector3(normals[i].x, normals[i].y, normals[i].z);

				float h = heights[i];

				Real factor = (Real)terrainSize - 1.0f;
				Real invFactor = 1.0f / factor;

				float mScale =  terrainWorldSize / (Real)(terrainSize);

				Real mBase = -terrainWorldSize * 0.5;
				Vector3 mPos = Ogre::Vector3(terrainWorldSize * 0.5, 0, terrainWorldSize * 0.5);

				Vector3 worldPos;

				worldPos.x = x * mScale + mBase + mPos.x;
				worldPos.y = h + mPos.y;
				worldPos.z = z * mScale + mBase + mPos.z;

				// convert back to "normal map" colors (0/1 float instead of -1/1 float, also rgb=>xzy)
				manual->colour((n.x + 1)*0.5, (n.z + 1)*0.5, (n.y + 1)*0.5);

				// draw line
				manual->position(worldPos);
				manual->position(worldPos + 3*n);

				//manual->index(i);
				//manual->index(1);

			}
		}
		manual->end();

		//OGRE_FREE(normals);
		return manual;
	}
开发者ID:pranavsureshpn,项目名称:gpusphsim,代码行数:52,代码来源:SnowTerrain.cpp

示例7: createCylinderMesh

void OgreDisplay::createCylinderMesh(std::string name, std::string material)
{
	//make a cube mesh
	
	ManualObject* cylinderMesh = sceneMgr->createManualObject("cylinder");
	cylinderMesh->begin(material, RenderOperation::OT_TRIANGLE_LIST);
	
	for(double i = 0.0; i < Math::PI * 2; i += Math::PI / 5)
	{
		cylinderMesh->position(cos(i), 1, sin(i));
		cylinderMesh->textureCoord(i / (Math::PI * 2), 1.0);
		Ogre::Vector3 myNormal(cos(i), 0, sin(i));
		myNormal.normalise();
		cylinderMesh->normal(myNormal);
	}
	
	for(double i = 0.0; i < Math::PI * 2; i += Math::PI / 5)
	{
		cylinderMesh->position(cos(i), -1, sin(i));
		cylinderMesh->textureCoord(i / (Math::PI * 2), 0.0);
		Ogre::Vector3 myNormal(cos(i), 0, sin(i));
		myNormal.normalise();
		cylinderMesh->normal(myNormal);
	}
	
	for(int i = 0; i < 10; i++)
	{
		cylinderMesh->triangle(i, (i+1) % 10, ((i + 10) % 20));
	}
	
	for(int i = 10; i < 20; i++)
	{
		cylinderMesh->triangle(i, (i+1) % 10, (i+1) % 10 + 10);
	}
	
	cylinderMesh->position(0, 1, 0);
	cylinderMesh->textureCoord(0.5, 0.5);
	
	cylinderMesh->position(0, -1, 0);
	cylinderMesh->textureCoord(0.5, 0.5);
	
	for(int i = 0; i < 10; i++)
	{
		cylinderMesh->triangle(20, (i+1) % 10, i);
		cylinderMesh->triangle(21, ((i+10) % 10) + 10, ((i+ 11) % 10) + 10);
	}

	cylinderMesh->end();

	cylinderMesh->convertToMesh(name);
}
开发者ID:zacharia,项目名称:masters-implementation,代码行数:51,代码来源:OgreDisplay.cpp

示例8: createGrid

	// 创建网格
	ManualObject* AxisGridPlugin::createGrid(float width , float height , float interval)
	{
		// 创建网格对象
		static size_t s_index = 0;
		ManualObject *gridObject = m_worldEditor->getDisplaySystem()->getMainSceneMgr()->createManualObject(
			"GridObject" + StringConverter::toString(s_index));
		// 用黑色画中间线
		gridObject->begin(m_worldEditor->getDisplaySystem()->getColorMaterial(ColourValue::Black) , RenderOperation::OT_LINE_LIST);
		gridObject->position(-width , 0 , 0);
		gridObject->position(width , 0 , 0);
		gridObject->position(0 , 0 , -height);
		gridObject->position(0 , 0 , height);
		gridObject->end();
		// 画普通线
		gridObject->begin(m_worldEditor->getDisplaySystem()->getColorMaterial(ColourValue(0.37,0.37,0.37)) , RenderOperation::OT_LINE_LIST);
		for(float x = -width ; x <= width ; x += interval)
		{
			if(abs(x) > 0.0001f)
			{
				gridObject->position(x , 0 , -height);
				gridObject->position(x , 0 , height);
			}
		}
		for(float y = -height ; y <= height ; y += interval)
		{
			if(abs(y) > 0.0001f)
			{
				gridObject->position(-width , 0 , y);
				gridObject->position(width , 0 , y);
			}
		}
		gridObject->end();

		return gridObject;
	}
开发者ID:duzhi5368,项目名称:FKOgreWorldEdit,代码行数:36,代码来源:AxisGridPlugin.cpp

示例9: createTexturedRect

Ogre::SceneNode* Terminal::createTexturedRect(std::string object_name, std::string texture_name, float left, float top, float right, float bottom)
{
    MaterialPtr material = MaterialManager::getSingleton().create(object_name,Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
    material->getTechnique(0)->getPass(0)->createTextureUnitState(texture_name);
    material->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
    material->getTechnique(0)->getPass(0)->setDepthWriteEnabled(true);
    material->getTechnique(0)->getPass(0)->setLightingEnabled(false);

//    Ogre::Rectangle2D* rect = new Ogre::Rectangle2D(true);
    ManualObject* manual = Entropy::getSingletonPtr()->mSceneMgr->createManualObject(object_name);
    manual->setUseIdentityProjection(true);
    manual->setUseIdentityView(true);

    manual->begin(object_name, RenderOperation::OT_TRIANGLE_STRIP);

    manual->position(left, bottom, 0.0);
    manual->position(left, top, 0.0);
    manual->position(right, bottom, 0.0);
    manual->position(right,  top, 0.0);

    manual->index(0);
    manual->index(1);
    manual->index(2);
    manual->index(3);

    manual->end();

//    rect->setCorners(left,top,right,bottom);
//    rect->setMaterial(object_name);

    manual->setRenderQueueGroup(RENDER_QUEUE_OVERLAY);

    Ogre::AxisAlignedBox aabInf;
    aabInf.setInfinite();
    manual->setBoundingBox(aabInf);

    Ogre::SceneNode* rect_node = Entropy::getSingletonPtr()->mSceneMgr->getRootSceneNode()->createChildSceneNode(object_name);
    rect_node->attachObject(manual);


//    rect->setVisible(false);



//    rect_node->setPosition(0,0,0);

    return rect_node;
}
开发者ID:ChadMcKinney,项目名称:Entropy,代码行数:48,代码来源:terminal.cpp

示例10: dibujaLinea

void pathDrawerState::dibujaLinea(size_t idFrom, size_t idTo)
{
    ManualObject* manual = _sceneMgr->createManualObject("line_" + to_string(idFrom));
     
    manual->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_LIST);
        Vector3 aux(vMarcas[idFrom]._nodoMarca->getPosition());
        aux.y = _planeRoadNode->getPosition().y + 1;
        manual->position(aux); //start
        aux = vMarcas[idTo]._nodoMarca->getPosition();
        aux.y = _planeRoadNode->getPosition().y + 1;
        manual->position(aux);    //end
    manual->end();
     
    _sceneMgr->getRootSceneNode()->attachObject(manual);
    cout << "nombre entity linea: " << manual->getName() << endl;
}
开发者ID:jalcolea,项目名称:cars,代码行数:16,代码来源:pathDrawerState.cpp

示例11: CreateRacingLine

void App::CreateRacingLine()
{
	//void ROADPATCH::AddRacinglineScenenode(SCENENODE * node, ROADPATCH * nextpatch,	
	ManualObject* m = mSceneMgr->createManualObject();
	m->begin("track/Racingline", RenderOperation::OT_TRIANGLE_LIST);
	int ii = 0;

	const std::list <ROADSTRIP>& roads = pGame->track.GetRoadList();
	for (std::list <ROADSTRIP>::const_iterator it = roads.begin(); it != roads.end(); ++it)
	{
		const std::list <ROADPATCH>& pats = (*it).GetPatchList();
		for (std::list <ROADPATCH>::const_iterator i = pats.begin(); i != pats.end(); ++i)
		{
			const VERTEXARRAY* a = &((*i).racingline_vertexarray);
			if (!a)  continue;

			int verts = a->vertices.size();
			if (verts == 0)  continue;
			int faces = a->faces.size();

			for (int v = 0; v < verts; v += 3)
				m->position(a->vertices[v+0], a->vertices[v+2], -a->vertices[v+1]);

			for (int f = 0; f < faces; ++f)
				m->index(ii + a->faces[f]);

			ii += verts/3;
		}
	}
	m->setCastShadows(false);	
	m->end();
	hud->ndLine = mSceneMgr->getRootSceneNode()->createChildSceneNode();
	hud->ndLine->attachObject(m);
	//ndLine->setVisible(pSet->racingline);
}
开发者ID:HaohaoLau,项目名称:stuntrally,代码行数:35,代码来源:TrackVdr.cpp

示例12: testCreateLineWithMaterial

void MeshWithoutIndexDataTests::testCreateLineWithMaterial()
{
    String matName = "lineMat";
    MaterialPtr matPtr = MaterialManager::getSingleton().create(matName, "General");
    Pass* pass = matPtr->getTechnique(0)->getPass(0);
    pass->setDiffuse(1.0, 0.1, 0.1, 0);

    ManualObject* line = OGRE_NEW ManualObject("line");
    line->begin(matName, RenderOperation::OT_LINE_LIST);
    line->position(0, 50, 0);
    line->position(50, 100, 0);
    line->end();
    String fileName = "lineWithMat.mesh";
    MeshPtr lineMesh = line->convertToMesh(fileName);
    OGRE_DELETE line;

    CPPUNIT_ASSERT(lineMesh->getNumSubMeshes() == 1);
    CPPUNIT_ASSERT(lineMesh->getSubMesh(0)->indexData->indexCount == 0);
    RenderOperation rop;
    lineMesh->getSubMesh(0)->_getRenderOperation(rop);
    CPPUNIT_ASSERT(rop.useIndexes == false);
    CPPUNIT_ASSERT(lineMesh->getSubMesh(0)->vertexData->vertexCount == 2);

    MeshSerializer meshWriter;
    meshWriter.exportMesh(lineMesh.get(), fileName);
    MaterialSerializer matWriter;
    matWriter.exportMaterial(
        MaterialManager::getSingleton().getByName(matName), 
        matName + ".material"
        );

    mMeshMgr->remove( fileName );

    ResourceGroupManager::getSingleton().addResourceLocation(".", "FileSystem");
    MeshPtr loadedLine = mMeshMgr->load(fileName, "General");

    remove(fileName.c_str());
    remove((matName + ".material").c_str());

    CPPUNIT_ASSERT(loadedLine->getNumSubMeshes() == 1);
    CPPUNIT_ASSERT(loadedLine->getSubMesh(0)->indexData->indexCount == 0);
    loadedLine->getSubMesh(0)->_getRenderOperation(rop);
    CPPUNIT_ASSERT(rop.useIndexes == false);
    CPPUNIT_ASSERT(lineMesh->getSubMesh(0)->vertexData->vertexCount == 2);

    mMeshMgr->remove( fileName );
}
开发者ID:brunobg,项目名称:TuxSinbad,代码行数:47,代码来源:MeshWithoutIndexDataTests.cpp

示例13: createVoxelMesh

//this makes the cube mesh used to represent a voxel.
void OgreDisplay::createVoxelMesh()
{
	ManualObject* manual = sceneMgr->createManualObject("voxel");
	manual->begin("BaseWhite", RenderOperation::OT_TRIANGLE_LIST);

	manual->position(-0.5, -0.5, -0.5); //0
	manual->position(-0.5, -0.5, 0.5); //1
	manual->position(0.5, -0.5, 0.5); //2
	manual->position(0.5, -0.5, -0.5); //3
	manual->position(-0.5, 0.5, -0.5); //4
	manual->position(-0.5, 0.5, 0.5); //5
	manual->position(0.5, 0.5, 0.5); //6
	manual->position(0.5, 0.5, -0.5); //7

	manual->quad(0,1,2,3);
	manual->quad(4,5,6,7);
	manual->quad(0,1,4,5);
	manual->quad(2,3,6,7);
	manual->quad(1,2,5,6);
	manual->quad(0,3,4,7);

	manual->end();

	manual->convertToMesh("voxel");
}
开发者ID:zacharia,项目名称:masters-implementation,代码行数:26,代码来源:OgreDisplay.cpp

示例14: createQuad

	void VideoManager::createQuad(String name,String material_name,float left,float top,float right,float bottom)
	{
		ManualObject* model = OgreManager::getSingleton().getSceneManager()->createManualObject(name);
		model->begin(material_name);

		model->position(right,bottom,0); model->textureCoord(1,1);
		model->position(right,top   ,0); model->textureCoord(1,0);
		model->position(left ,top   ,0); model->textureCoord(0,0);
		model->position(left ,top   ,0); model->textureCoord(0,0);
		model->position(right,bottom,0); model->textureCoord(1,1);
		model->position(left, bottom,0); model->textureCoord(0,1);

		model->end();
		// make the model 2D
		model->setUseIdentityProjection(true);
		model->setUseIdentityView(true);
		// and atach it to the root node
		SceneNode* node = OgreManager::getSingleton().getSceneManager()->getRootSceneNode()->createChildSceneNode();
		node->attachObject(model);
	}
开发者ID:alexribek,项目名称:apeengine2,代码行数:20,代码来源:VideoManager.cpp

示例15: drawTriangle

	void DebugDisplay::drawTriangle( Vector3 t0, Vector3 t1, Vector3 t2 )
	{
		oht_assert_threadmodel(ThrMdl_Main);

		ManualObject * pManObj = _pSceneManager->createManualObject();

		rollbackTransforms(t0);
		rollbackTransforms(t1);
		rollbackTransforms(t2);

		pManObj->begin(getCurrentMaterial(), RenderOperation::OT_TRIANGLE_LIST);

		pManObj->position(t0);
		pManObj->position(t1);
		pManObj->position(t2);

		pManObj->end();

		_pScNode->attachObject(pManObj);
	}
开发者ID:MadMartian,项目名称:OhTSM,代码行数:20,代码来源:DebugTools.cpp


注:本文中的ManualObject::position方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。