本文整理汇总了C#中GraphicsContext.SetCullFace方法的典型用法代码示例。如果您正苦于以下问题:C# GraphicsContext.SetCullFace方法的具体用法?C# GraphicsContext.SetCullFace怎么用?C# GraphicsContext.SetCullFace使用的例子?那么恭喜您, 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GraphicsContext
的用法示例。
在下文中一共展示了GraphicsContext.SetCullFace方法的2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: Init
static bool Init()
{
graphics = new GraphicsContext();
//Window size: Change if Tablet, default is Vita
graphics.SetViewport(0, 0, graphics.Screen.Width, graphics.Screen.Height);
//Background Color Set
graphics.SetClearColor(0.0f, 0.0f, 0.0f, 0.0f);
program = new ShaderProgram("/Application/shaders/VertexColor.cgx");
program.SetUniformBinding(0, "WorldViewProj");
//Detect if processing shadow or not
program.SetUniformBinding(1, "ShadowOn");
program.SetUniformBinding(2, "LocalLightDirection");
program.SetUniformBinding(3, "EyePosition");
program.SetUniformBinding(4, "K_A");
program.SetUniformBinding(5, "K_D");
program.SetUniformBinding(6, "K_S");
program.SetUniformBinding(7, "Shininess");
program.SetUniformBinding(8, "Modelmatrix");
program.SetUniformBinding(9, "ModelmatrixIT");
program.SetUniformBinding(10, "viewMatrix");
program.SetUniformBinding(11, "projMatrix");
program.SetAttributeBinding(0, "a_Position");
program.SetAttributeBinding(1, "a_Color");
//Select Model
//model = new Model("house");
model = new Model("skull");
//Set buffers to hold position data
vbuffer = model.SetBuffer();
//Find size of model to be used in camera positioning
model.computeModelDimensions();
//Set Light Vector
light = new Light(model.centerX-model.diagonal*1.5f, model.centerY+model.diagonal*1.5f, 0);
Console.WriteLine (light.light.X + " " + light.light.Y + " " + light.light.Z);
stopwatch = new Stopwatch();
stopwatch.Start();
//Required to render model without holes
graphics.Enable (EnableMode.DepthTest);
graphics.Enable(EnableMode.CullFace);
graphics.SetCullFace(CullFaceMode.Front, CullFaceDirection.Cw);
return true;
}
示例2: setPolygonMode
private void setPolygonMode( GraphicsContext graphics, BasicMaterial material )
{
graphics.SetBlendFunc( (BlendFuncMode)material.BlendFuncMode,
(BlendFuncFactor)material.SrcBlendFactor,
(BlendFuncFactor)material.DstBlendFactor );
graphics.SetPolygonOffset( material.PolyOffsetFactor / 1000.0f,
material.PolyOffsetUnits / 1000.0f );
// Depth Test
graphics.Enable( EnableMode.DepthTest, material.DepthTest != 0 );
graphics.SetDepthFunc( (DepthFuncMode)material.DepthMode, material.DepthWrite != 0 );
graphics.Enable( EnableMode.CullFace, (CullFaceMode)material.CullFaceMode != CullFaceMode.None);
graphics.SetCullFace( (CullFaceMode)material.CullFaceMode,
(CullFaceDirection)material.CullFaceDirection );
}