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C# SceneManager.SetShadowTextureSize方法代码示例

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

        protected static void CreateScene()
        {
            sceneMgr = _root.CreateSceneManager(SceneType.ST_EXTERIOR_CLOSE);

            //Image combined = new Image();

            //combined.LoadTwoImagesAsRGBA("terra_DIFFUSE.png", "terra_SPECULAR.png", "General", PixelFormat.PF_BYTE_RGBA);
            //combined.Save("terra_diffusespecular.png");

            //combined.LoadTwoImagesAsRGBA("terra_NORMAL.png", "terra_DISP.png", "General", PixelFormat.PF_BYTE_RGBA);
            //combined.Save("terra_normalheight.png");

            _cam = sceneMgr.CreateCamera("Camera");
            _cam.Pitch(-0.78f);
            _cam.NearClipDistance = 5f;
            _cam.FarClipDistance = 99999 * 6;
            _cam.Move(new Vector3(1084, 346, 1317));

            viewport = _window.AddViewport(_cam);
            _cam.AspectRatio = (float)viewport.ActualWidth / (float)viewport.ActualHeight;

            sceneMgr.ShadowTechnique = ShadowTechnique.SHADOWTYPE_TEXTURE_MODULATIVE;
            sceneMgr.ShadowTextureCount = 8;
            sceneMgr.SetShadowTextureSize(8192);

            CreateNewDude("1");
            CreateNewDude("2");

            Vector3 lightDir = new Vector3(0.55f, -0.3f, 0.75f);
            lightDir.Normalise();

            Light light = sceneMgr.CreateLight("tstLight");
            light.Type = Light.LightTypes.LT_DIRECTIONAL;
            light.Direction = lightDir;
            light.DiffuseColour = ColourValue.White;
            light.SpecularColour = ColourValue.White;
            light.CastShadows = false;
            light.Visible = true;

            sceneMgr.AmbientLight = ColourValue.White;

            tgo = new TerrainGlobalOptions();
            tg = new TerrainGroup(sceneMgr, Terrain.Alignment.ALIGN_X_Z, 513, 12000.0f);
            tg.SetFilenameConvention("Asd", "dat");
            tg.Origin = new Vector3(0, -250, 0);

            ConfigureTerrainDefaults(light);

            for (int x = 0; x <= 0; ++x)
            {
                for (int y = 0; y <= 0; ++y)
                {
                    DefineTerrain(x, y);
                }
            }

            tg.LoadAllTerrains(true);

            if (mTerrainImported)
            {
                foreach (TerrainGroup.TerrainSlot t in tg.GetTerrainIterator())
                {

                    InitBlendMaps(t.instance);
                }
            }

            tg.FreeTemporaryResources();
            //  tg.SaveAllTerrains(true);

            hydrax = new MHydrax.MHydrax(sceneMgr, _cam, viewport);

            hydrax.Components = MHydraxComponent.HYDRAX_COMPONENTS_ALL;

            Plane p = new Plane(new Vector3(0, 1, 0), new Vector3(0, 0, 0));

            MHydrax.MProjectedGrid m = new MProjectedGrid(hydrax,
                            new MPerlin(new MPerlin.MOptions(8, 0.085f, 0.49f, 1.4f, 1.27f, 2, new Vector3(0.5f, 50, 150000))),
                            p,
                            MMaterialManager.MNormalMode.NM_VERTEX,
                            new MHydrax.MProjectedGrid.MOptions(56, 35, 50, false, false, false, 3.75f));

            hydrax.SetModule(m);
            hydrax.CfgFileManager.Load("TestiPeli.hdx");

            hydrax.Create();

            //  sceneMgr.SetSkyDome(true, "Examples/CloudySky", 5, 8);

            mRect = new SelectionRectangle("Selection SelectionRectangle");

            sceneMgr.RootSceneNode.CreateChildSceneNode("debug_object").AttachObject(mRect);
            mRect._camera = _cam;

            ct = new CollisionTools(sceneMgr);
            SetupCaelum(viewport, _window);
        }
开发者ID:aRkker,项目名称:Survival,代码行数:97,代码来源:Program.cs


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