本文整理汇总了C#中Fragment.addDrawable方法的典型用法代码示例。如果您正苦于以下问题:C# Fragment.addDrawable方法的具体用法?C# Fragment.addDrawable怎么用?C# Fragment.addDrawable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类Fragment
的用法示例。
在下文中一共展示了Fragment.addDrawable方法的1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: process
public override FragmentList process(Feature input, FilterEnv env)
{
FragmentList output;
// LIMITATION: this filter assumes all feature's shapes are the same
// shape type! TODO: sort into bins of shape type and create a separate
// geometry for each. Then merge the geometries.
bool needs_tessellation = false;
Fragment frag = new Fragment();
GeoShapeList shapes = input.getShapes();
#if TODO
// if we're in batch mode, the color was resolved in the other process() function.
// otherwise we still need to resolve it.
Vector4D color = getColorForFeature(input, env);
#endif
#if TODO
foreach (GeoShape s in shapes)
{
GeoShape shape = s;
if (shape.getShapeType() == GeoShape.ShapeType.TYPE_POLYGON)
{
needs_tessellation = true;
}
osg.Geometry geom = new osg.Geometry();
// TODO: pre-total points and pre-allocate these arrays:
osg.Vec3Array verts = new osg.Vec3Array();
geom.setVertexArray(verts);
uint vert_ptr = 0;
// per-vertex coloring takes more memory than per-primitive-set coloring,
// but it renders faster.
osg.Vec4Array colors = new osg.Vec4Array();
geom.setColorArray(colors);
geom.setColorBinding(osg.Geometry.BIND_PER_VERTEX);
//osg.Vec3Array* normals = new osg.Vec3Array();
//geom.setNormalArray( normals );
//geom.setNormalBinding( osg.Geometry.BIND_OVERALL );
//normals.push_back( osg.Vec3( 0, 0, 1 ) );
Mogre.PixelFormat prim_type =
shape.getShapeType() == GeoShape.ShapeType.TYPE_POINT ? osg.PrimitiveSet.POINTS :
shape.getShapeType() == GeoShape.ShapeType.TYPE_LINE ? osg.PrimitiveSet.LINE_STRIP :
osg.PrimitiveSet.LINE_LOOP;
#endif
#if TODO
for (int pi = 0; pi < shape.getPartCount(); pi++)
{
int part_ptr = vert_ptr;
GeoPointList points = shape.getPart(pi);
for (int vi = 0; vi < points.Count; vi++)
{
verts.Add(points[vi]);
vert_ptr++;
colors.Add(color);
}
geom.addPrimitiveSet(new osg.DrawArrays(prim_type, part_ptr, vert_ptr - part_ptr));
}
// tessellate all polygon geometries. Tessellating each geometry separately
// with TESS_TYPE_GEOMETRY is much faster than doing the whole bunch together
// using TESS_TYPE_DRAWABLE.
if (needs_tessellation)
{
osgUtil.Tessellator tess;
tess.setTessellationType(osgUtil.Tessellator.TESS_TYPE_GEOMETRY);
tess.setWindingType(osgUtil.Tessellator.TESS_WINDING_POSITIVE);
tess.retessellatePolygons(*geom);
applyOverlayTexturing(geom, input, env);
}
generateNormals(geom);
frag.addDrawable(geom);
}
frag.addAttributes(input.getAttributes());
applyFragmentName(frag, input, env);
output.Add(frag);
return output;
#endif
throw new NotImplementedException();
}