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C# SceneManager.CreateManualObject方法代码示例

本文整理汇总了C#中SceneManager.CreateManualObject方法的典型用法代码示例。如果您正苦于以下问题:C# SceneManager.CreateManualObject方法的具体用法?C# SceneManager.CreateManualObject怎么用?C# SceneManager.CreateManualObject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SceneManager的用法示例。


在下文中一共展示了SceneManager.CreateManualObject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: CreateRectangle

        public static ManualObject CreateRectangle(SceneManager sceneMgr, Vector3 pos, Vector3 size, string material = ColoredMaterials.BLUE)
        {
            Vector3[,] points = new Vector3[2,4];
            for (int y = 0; y < 2; y++)
            {
                points[y, 0] = pos + y * Vector3.UNIT_Y * size.y;
                points[y, 1] = pos + new Vector3(1, y, 0) * size;
                points[y, 2] = pos + new Vector3(1, y, 1) * size;
                points[y, 3] = pos + new Vector3(0, y, 1) * size;
            }

            ManualObject manOb = sceneMgr.CreateManualObject();
            manOb.Begin(material, RenderOperation.OperationTypes.OT_LINE_LIST);
            for (int y = 0; y < 2; y++)
            {
                for (int i = 0; i < 4; i++)
                {
                    manOb.Position(points[y, i]);
                    manOb.Position(points[y, (i + 1)%4]);
                }
            }

            for (int i = 0; i < 4; i++)
            {
                manOb.Position(points[0, i]);
                manOb.Position(points[1, i]);
            }

            manOb.End();
            return manOb;
        }
开发者ID:RenaudWasTaken,项目名称:SkyLands,代码行数:31,代码来源:StaticRectangle.cs

示例2: CreateLine

        public static ManualObject CreateLine(SceneManager sceneMgr, Vector3 p1, Vector3 p2, string material = ColoredMaterials.BLUE)
        {
            ManualObject manOb = sceneMgr.CreateManualObject();
            manOb.Begin(material, RenderOperation.OperationTypes.OT_LINE_LIST);
            manOb.Position(p1);
            manOb.Position(p2);
            manOb.End();

            return manOb;
        }
开发者ID:RenaudWasTaken,项目名称:SkyLands,代码行数:10,代码来源:StaticRectangle.cs

示例3: CreateGrid

        // create grid
        public static void CreateGrid(SceneManager mgr, String name, int numcols, int numrows, float unitsize)
        {
            ManualObject grid = mgr.CreateManualObject(name);

            grid.Begin("BaseWhiteNoLighting", RenderOperation.OperationTypes.OT_LINE_LIST);

            float width = (float)numcols * unitsize;
            float depth = (float)numrows * unitsize;
            Vector3 center = new Vector3(-width / 2.0f, 0, -depth / 2.0f);

            for (int i = 0; i < numrows; ++i)
            {
                Vector3 s, e;
                s.x = 0.0f;
                s.z = i * unitsize;
                s.y = 0.0f;

                e.x = width;
                e.z = i * unitsize;
                e.y = 0.0f;

                grid.Position(s + center);
                grid.Position(e + center);
            }
            grid.Position(new Vector3(0.0f, 0.0f, numrows * unitsize) + center);
            grid.Position(new Vector3(width, 0.0f, numrows * unitsize) + center);

            for (int i = 0; i < numcols; ++i)
            {
                Vector3 s, e;
                s.x = i * unitsize;
                s.z = depth;
                s.y = 0.0f;

                e.x = i * unitsize;
                e.z = 0.0f;
                e.y = 0.0f;

                grid.Position(s + center);
                grid.Position(e + center);
            }
            grid.Position(new Vector3(numcols * unitsize, 0.0f, 0.0f) + center);
            grid.Position(new Vector3(numcols * unitsize, 0.0f, depth) + center);
            grid.End();

            mgr.RootSceneNode.AttachObject(grid);
        }
开发者ID:RainsSoft,项目名称:ogreflow,代码行数:48,代码来源:Utils.cs

示例4: CreateNode

        public ManualObject CreateNode(string name, SceneManager sceneMgr, bool useScreenPos)
        {
            ManualObject manualObj = sceneMgr.CreateManualObject(name);
            RenderOperation.OperationTypes operation = RenderOperation.OperationTypes.OT_TRIANGLE_LIST;

            if (useScreenPos)
                manualObj.Begin("CgTutorials/C2E1v_green_Material", operation);
            else
                manualObj.Begin("CgTutorials/C2E1v_green_Material_2", operation);

            manualObj.Position(-0.5f, 0.0f, 0.0f);
            manualObj.Position(0.5f, 0.0f, 0.0f);
            manualObj.Position(0.0f, 0.5f, 0.0f);

            manualObj.End();

            return manualObj;
        }
开发者ID:agustinsantos,项目名称:mogregis3d,代码行数:18,代码来源:C2E1.cs

示例5: MakeBox

        // creates a simple box with specified material
        public static MovableObject MakeBox(SceneManager mgr, String materialName, Vector3 dims, Vector2 coord)
        {
            ManualObject mo = mgr.CreateManualObject();
            mo.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_LIST);

            float w = dims.x * 0.5f;
            float h = dims.y * 0.5f;
            float d = dims.z * 0.5f;

            Vector3[] norm = {
                new Vector3( 1.0f, 0.0f, 0.0f),
                new Vector3( 0.0f, 1.0f, 0.0f),
                new Vector3( 0.0f, 0.0f, 1.0f),
                new Vector3(-1.0f, 0.0f, 0.0f),
                new Vector3( 0.0f,-1.0f, 0.0f),
                new Vector3( 0.0f, 0.0f,-1.0f)
            };

            Vector3[] geom = { // 6 faces x 4 vertexes
                new Vector3(+w,-h,+d), new Vector3(+w,-h,-d), new Vector3(+w,+h,-d), new Vector3(+w,+h,+d),
                new Vector3(+w,+h,+d), new Vector3(+w,+h,-d), new Vector3(-w,+h,-d), new Vector3(-w,+h,+d),
                new Vector3(+w,+h,+d), new Vector3(-w,+h,+d), new Vector3(-w,-h,+d), new Vector3(+w,-h,+d),
                new Vector3(-w,-h,+d), new Vector3(-w,+h,+d), new Vector3(-w,+h,-d), new Vector3(-w,-h,-d),
                new Vector3(-w,-h,+d), new Vector3(-w,-h,-d), new Vector3(+w,-h,-d), new Vector3(+w,-h,+d),
                new Vector3(-w,-h,-d), new Vector3(-w,+h,-d), new Vector3(+w,+h,-d), new Vector3(+w,-h,-d)
            };

            // texcoords
            Vector2[] uvs = { new Vector2(0, 0), new Vector2(0, coord.y), coord, new Vector2(coord.x, 0) };

            for(int i=0; i<6; i++){ // 6 faces
                uint k = (uint)(i * 4);
                for(int j=0; j<4; j++){ // 4 verts
                    mo.Position(geom[k+j]);
                    mo.Normal(norm[i]);
                    mo.TextureCoord(uvs[j]);
                }
                mo.Quad(k,k+1,k+2,k+3);
            }

            mo.End();

            return mo;
        }
开发者ID:RainsSoft,项目名称:ogreflow,代码行数:45,代码来源:Utils.cs

示例6: CreateNode

        public ManualObject CreateNode(string name, SceneManager sceneMgr)
        {
            ManualObject manualObj = sceneMgr.CreateManualObject(name);
            RenderOperation.OperationTypes operation = RenderOperation.OperationTypes.OT_TRIANGLE_LIST;
            MaterialPtr material = MaterialManager.Singleton.Create("Test/Tutorial00",
                                                                    ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME);
            material.GetTechnique(0).GetPass(0).VertexColourTracking =
                           (int)TrackVertexColourEnum.TVC_AMBIENT;

            manualObj.Begin("Test/Tutorial00", operation);

            manualObj.Position(-5.0f, 0.0f, 0.0f);
            manualObj.Position(5.0f, 0.0f, 0.0f);
            manualObj.Position(0.0f, 5.0f, 0.0f);

            manualObj.End();

            return manualObj;
        }
开发者ID:agustinsantos,项目名称:mogregis3d,代码行数:19,代码来源:00_vertex_program.cs

示例7: BuildPlane

        public void BuildPlane(string materialName,ref SceneManager mSceneMgr)
        {
            float z = planeWidth / 2;
            float y = planeHeight / 2;
            float x = -40f;

            ManualObject cube = mSceneMgr.CreateManualObject(planeName);

            cube.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_FAN);
            cube.Position(x, -y, -z);
            cube.TextureCoord(1, 1);
            cube.Position(x, y, -z);
            cube.TextureCoord(1, 0);
            cube.Position(x, y, z);
            cube.TextureCoord(0, 0);
            cube.Position(x, -y, z);
            cube.TextureCoord(0, 1);

            //
            //             cube.Triangle(0, 2, 1);
            //             cube.Triangle(0, 2, 3);
            cube.End();
        }
开发者ID:,项目名称:,代码行数:23,代码来源:

示例8: MakeHud

        // create a 2D hud element: pos = [-1;1] & size = (pixels)
        public static MovableObject MakeHud(SceneManager mgr, Viewport vp, String materialName, Vector2 pos, Vector2 size)
        {
            // Create a manual object for 2D
            ManualObject manual = mgr.CreateManualObject();
            // Use identity view/projection matrices
            manual.UseIdentityProjection = true;
            manual.UseIdentityView = true;

            // convert from pixels to screen coords
            float s = size.x / vp.ActualWidth;
            float t = size.y / vp.ActualHeight;

            manual.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_STRIP);

            manual.Position(pos.x - s, pos.y - t, 0.0f); manual.TextureCoord(0, 1);
            manual.Position(pos.x + s, pos.y - t, 0.0f); manual.TextureCoord(1, 1);
            manual.Position(pos.x + s, pos.y + t, 0.0f); manual.TextureCoord(1, 0);
            manual.Position(pos.x - s, pos.y + t, 0.0f); manual.TextureCoord(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 = new AxisAlignedBox();
            aabInf.SetInfinite();
            manual.BoundingBox = aabInf;

            // Render just before overlays
            manual.RenderQueueGroup = (byte)(RenderQueueGroupID.RENDER_QUEUE_OVERLAY-1);
            manual.CastShadows = false;

            // Attach to scene
            mgr.RootSceneNode.CreateChildSceneNode().AttachObject(manual);
            return manual;
        }
开发者ID:RainsSoft,项目名称:ogreflow,代码行数:41,代码来源:Utils.cs

示例9: MakeDummy

        // creates a wireframe octahedron as a dummy model
        public static MovableObject MakeDummy(SceneManager mgr, String name, String materialName, float size)
        {
            ManualObject dummy = mgr.CreateManualObject(name);
            dummy.Begin(materialName, RenderOperation.OperationTypes.OT_LINE_LIST);

            // octahedron wire shape
            Vector3[] points = {
                                   new Vector3(0,size,0), new Vector3(0,0,size),
                                   new Vector3(0,size,0), new Vector3(0,0,-size),
                                   new Vector3(0,size,0), new Vector3(-size,0,0),
                                   new Vector3(0,size,0), new Vector3(size,0,0),

                                   new Vector3(0,-size,0), new Vector3(0,0,size),
                                   new Vector3(0,-size,0), new Vector3(0,0,-size),
                                   new Vector3(0,-size,0), new Vector3(-size,0,0),
                                   new Vector3(0,-size,0), new Vector3(size,0,0),

                                   new Vector3(-size,0,0), new Vector3(0,0,size),
                                   new Vector3(0,0,size), new Vector3(size,0,0),
                                   new Vector3(size,0,0), new Vector3(0,0,-size),
                                   new Vector3(0,0,-size), new Vector3(-size,0,0),
                               };

            foreach (Vector3 v in points)
            {
                dummy.Position(v);
            }

            dummy.End();

            return dummy;
        }
开发者ID:RainsSoft,项目名称:ogreflow,代码行数:33,代码来源:Utils.cs

示例10: Initialise

    public void Initialise(SceneManager aSceneManager, float aFillAlpha)
    {
        if (isInitialised) {
            // Initialization multiple call guard
            return;
        }

        if (aSceneManager == null) {
            return;
        }

        m_sceneManager = aSceneManager;
        fillAlpha = aFillAlpha;
        m_manualObject = null;
        linesIndex = 0;
        trianglesIndex = 0;

        m_manualObject = m_sceneManager.CreateManualObject("debugDrawer_object");
        m_manualObject.CastShadows = false;

        m_sceneManager.RootSceneNode.CreateChildSceneNode("debugDrawer_object").AttachObject(m_manualObject);
        m_manualObject.Dynamic = (true);

        icoSphere.Create(this.DEFAULT_ICOSPHERE_RECURSION_LEVEL);

        m_manualObject.Begin("debug_draw", RenderOperation.OperationTypes.OT_LINE_LIST);
        m_manualObject.Position(Vector3.ZERO);
        m_manualObject.Colour(ColourValue.ZERO);
        m_manualObject.Index(0);
        m_manualObject.End();
        m_manualObject.Begin("debug_draw", RenderOperation.OperationTypes.OT_TRIANGLE_LIST);
        m_manualObject.Position(Vector3.ZERO);
        m_manualObject.Colour(ColourValue.ZERO);
        m_manualObject.Index(0);
        m_manualObject.End();

        trianglesIndex = 0;
        linesIndex = trianglesIndex;

        isInitialised = true;
        // Initialization multiple call guard
    }
开发者ID:hasyimibhar,项目名称:ogre-debug-drawing-utility,代码行数:42,代码来源:DebugDrawer.cs

示例11: point3d

        public SceneNode point3d(string name, int id, float x, float y, float z, SceneNode node, SceneManager sceneMgr)
        {
            Entity ent;
            if (node == null)//point of reference 0,0,0
            {
                ManualObject aux = sceneMgr.CreateManualObject();
                //ent = sceneMgr.CreateEntity(name + id, this.getNameEntities());
                node = sceneMgr.RootSceneNode.CreateChildSceneNode(name + id + "Node", new Vector3(y, z, x));
                node.AttachObject(aux);
                return node;
            }
            else//create new point
            {
                float xAux = x;
                float yAux = y;

                SceneNode nodeAux;

                ent = sceneMgr.CreateEntity(name + id, getNameEntities());
                nodeAux = node.CreateChildSceneNode(name + "Node_" + id, new Vector3(yAux, z, xAux));

                nodeAux.AttachObject(ent);
                return nodeAux;
            }
        }
开发者ID:agustinsantos,项目名称:mogregis3d,代码行数:25,代码来源:BuildGeomFilter.cs

示例12: CreateNode

        public ManualObject CreateNode(string name, SceneManager sceneMgr, bool isClosed, int useMaterial, Vector4 color)
        {
            if (lines3d == null)
            {
                lines3d = sceneMgr.CreateManualObject(name);
                for (int i = 0; i < pointsList.Count - 1; i++)
                {
                    CreateLine(lines3d, pointsList[i], pointsList[i + 1], useMaterial, color);
                }
                if (isClosed && pointsList.Count > 1)
                {
                    CreateLine(lines3d, pointsList[pointsList.Count - 1], pointsList[0], useMaterial, color);
                }

            }
            return lines3d;
        }
开发者ID:agustinsantos,项目名称:mogregis3d,代码行数:17,代码来源:Lines3dExample2.cs

示例13: CreateNode

        public ManualObject CreateNode(string name, SceneManager sceneMgr, bool isClosed)
        {
            if (lineNode == null)
            {
                lineNode = sceneMgr.CreateManualObject(name);
                MaterialPtr material = MaterialManager.Singleton.Create("Test/ColourPolygon",
                         ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME);
                material.GetTechnique(0).GetPass(0).VertexColourTracking =
                               (int)TrackVertexColourEnum.TVC_AMBIENT;

                int nSeg = 5; // Number of segments on the cap or join pieces
                BufferParameters param = new BufferParameters(nSeg, BufferParameters.BufferEndCapStyle.CapRound, BufferParameters.BufferJoinStyle.JoinRound, 2);
                IGeometry coordBuffer = line1.Buffer(0.5, param);

                Tesselate(coordBuffer.Coordinates);
            }
            return lineNode;
        }
开发者ID:agustinsantos,项目名称:mogregis3d,代码行数:18,代码来源:Lines3dExample3.cs

示例14: CreateTestTetrahedron

        public static SceneNode CreateTestTetrahedron(SceneManager sm, string name, float scale, Mogre.Vector3 position, String materialName)
        {

            var mo = sm.CreateManualObject(name);
            mo.CastShadows = true;
            var node = sm.RootSceneNode.CreateChildSceneNode();

            Mogre.Vector3[] c = new Mogre.Vector3[4]; // corners

            // calculate corners of tetrahedron (with point of origin in middle of volume)
            Single mbot = scale * 0.2f;      // distance middle to bottom
            Single mtop = scale * 0.62f;     // distance middle to top   
            Single mf = scale * 0.289f;    // distance middle to front
            Single mb = scale * 0.577f;    // distance middle to back
            Single mlr = scale * 0.5f;      // distance middle to left right
            //               width / hight / depth
            c[0] = new Mogre.Vector3(-mlr, -mbot, mf);  // left bottom front
            c[1] = new Mogre.Vector3(mlr, -mbot, mf);  // right bottom front
            c[2] = new Mogre.Vector3(0, -mbot, -mb);  // (middle) bottom back
            c[3] = new Mogre.Vector3(0, mtop, 0);  // (middle) top (middle)

            // add position offset for all corners (move tetrahedron)
            for (Int16 i = 0; i <= 3; i++)
                c[i] += position;

            // create bottom
            mo.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_LIST);
            var normal = (c[1] - c[0]).CrossProduct(c[1] - c[2]).NormalisedCopy;
            var normalA = normal;
            var normalB = normal;
            var normalC = normal;



            //this is an attempt to try to make it seem softer.
            normalA.x += 2f;
            normalA.y += 0.5f;
            normalB.y -= 2f;
            normalB.x -= 0.5f;

            mo.Position(c[0]);
            mo.Normal(normalA);
            mo.TextureCoord(0, 0);

            mo.Position(c[1]);
            mo.Normal(normalB);
            mo.TextureCoord(0, 1);

            mo.Position(c[2]);
            mo.Normal(normalC);
            mo.TextureCoord(1, 1);

            mo.Triangle(0, 1, 2);
            mo.Triangle(0, 2, 1);
            mo.End();

            float lineLen = scale / 3;



            // create right back side
            mo.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_LIST);
            normal = (c[1] - c[2]).CrossProduct(c[1] - c[3]).NormalisedCopy;
            normalA = normal;
            normalB = normal;
            normalC = normal;

            normalA.x += 2f;
            normalA.y += 0.5f;
            normalB.y -= 2f;
            normalB.x -= 0.5f;

            mo.Position(c[1]);
            mo.Normal(normalA);
            mo.Position(c[2]);
            mo.Normal(normalB);
            mo.Position(c[3]);
            mo.Normal(normalC);
            mo.Triangle(0, 1, 2);
            mo.Triangle(0, 2, 1);
            mo.End();


            // create left back side
            normal = (c[0] - c[2]).CrossProduct(c[2] - c[3]);
            mo.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_LIST);
            mo.Position(c[3]);
            mo.Normal(normal);
            mo.Position(c[2]);
            mo.Normal(normal);
            mo.Position(c[0]);
            mo.Normal(normal);
            mo.Triangle(0, 1, 2);
            mo.Triangle(0, 2, 1);
            mo.End();


            // create front side
            normal = (c[1] - c[3]).CrossProduct(c[0] - c[3]);
            mo.Begin(materialName, RenderOperation.OperationTypes.OT_TRIANGLE_LIST);
//.........这里部分代码省略.........
开发者ID:andyhebear,项目名称:extramegablob,代码行数:101,代码来源:PrimitiveGenerators.cs

示例15: CreateBoidMesh

        /*
        static public void CreateBoidMesh(string name, string color)
        {
            Vector3[] colors = baseColors;
            if (color.Equals("green"))
            {
                colors[0] = colors[1] = colors[2] = new Vector3(0.0f, 1.0f, 0.0f);
            }
            else if (color.Equals("red"))
            {
                colors[0] = colors[1] = colors[2] = new Vector3(1.0f, 0.0f, 0.0f);
            }

            // Return now if already exists
            if (MeshManager.Singleton.ResourceExists(name))
                return;

            MeshBuilderHelper mbh = new MeshBuilderHelper(name, "Flocking", false, 0, (uint)pts.Length);

            UInt32 offPos = mbh.AddElement(VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_POSITION).Offset;
            UInt32 offDiff = mbh.AddElement(VertexElementType.VET_FLOAT3, VertexElementSemantic.VES_DIFFUSE).Offset;

            mbh.CreateVertexBuffer(HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY);
            for (int count = 0; count < pts.Length; count++)
            {
                mbh.SetVertFloat((uint)count, offPos, pts[count].x, pts[count].y, pts[count].z);           //position
                mbh.SetVertFloat((uint)count, offDiff, colors[count].x, colors[count].y, colors[count].z); //color
            }

            mbh.CreateIndexBuffer((uint)(indices.Length / 3), HardwareIndexBuffer.IndexType.IT_16BIT, HardwareBuffer.Usage.HBU_STATIC_WRITE_ONLY);
            for (uint index = 0; index < indices.Length / 3; index++)
            {
                mbh.SetIndex16bit(index, (UInt16)(indices[index * 3]),
                                         (UInt16)(indices[index * 3 + 1]),
                                         (UInt16)(indices[index * 3 + 2]));
            }

            MaterialPtr material = MaterialManager.Singleton.CreateOrRetrieve("Test/ColourTest", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME).first;
            material.GetTechnique(0).GetPass(0).VertexColourTracking = (int)TrackVertexColourEnum.TVC_AMBIENT;
            MeshPtr m = mbh.Load("Test/ColourTest");
            m._setBounds(new AxisAlignedBox(-1.0f, -1.0f, -1.0f,
                                             1.0f, 1.0f, 1.0f), false);
            m._setBoundingSphereRadius((float)System.Math.Sqrt(1.0f * 1.0f + 1.0f * 1.0f));
        }
        */
        public static ManualObject CreateBoidObject(string name, SceneManager sceneMgr, string color)
        {
            Vector3[] colors = baseColors;
            if (color.Equals("green"))
            {
                colors[0] = colors[1] = colors[2] = new Vector3(0.0f, 1.0f, 0.0f);
            }
            else if (color.Equals("red"))
            {
                colors[0] = colors[1] = colors[2] = new Vector3(1.0f, 0.0f, 0.0f);
            }

            // Return now if already exists
            if (MeshManager.Singleton.ResourceExists(name))
                return null;

            ManualObject boidObj = sceneMgr.CreateManualObject(name);
            RenderOperation.OperationTypes operation = RenderOperation.OperationTypes.OT_TRIANGLE_LIST;
            MaterialPtr material = MaterialManager.Singleton.CreateOrRetrieve("Test/Boid", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME).first;
            material.GetTechnique(0).GetPass(0).VertexColourTracking = (int)TrackVertexColourEnum.TVC_AMBIENT;

            boidObj.Begin("Test/Boid", operation);

            for (int count = 0; count < pts.Length; count++)
            {
                boidObj.Position(pts[count]);                                      //position
                boidObj.Colour(colors[count].x, colors[count].y, colors[count].z); //color
            }
            for (uint index = 0; index < indices.Length / 3; index++)
            {
                boidObj.Index((ushort)(indices[index * 3]));
                boidObj.Index((ushort)(indices[index * 3 + 1]));
                boidObj.Index((ushort)(indices[index * 3 + 2]));
            }

            boidObj.End();

            return boidObj;
        }
开发者ID:superliujian,项目名称:Sxta,代码行数:84,代码来源:BoidMesh.cs


注:本文中的SceneManager.CreateManualObject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。