本文整理汇总了C#中NewTOAPIA.GL.GraphicsInterface.PopMatrix方法的典型用法代码示例。如果您正苦于以下问题:C# GraphicsInterface.PopMatrix方法的具体用法?C# GraphicsInterface.PopMatrix怎么用?C# GraphicsInterface.PopMatrix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NewTOAPIA.GL.GraphicsInterface
的用法示例。
在下文中一共展示了GraphicsInterface.PopMatrix方法的6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: RenderContent
protected override void RenderContent(GraphicsInterface GI)
{
// Draw Section 0
GI.PushMatrix();
GI.Rotate(0, 0, 1, 0);
GI.Translate(0, 4, fSpeakerSection0.Radius * fSpeakerSeparation);
fSpeakerSection0.Render(GI);
GI.PopMatrix();
// Draw Section 90
GI.PushMatrix();
GI.Rotate(90, 0, 1, 0);
GI.Translate(0, 4, fSpeakerSection90.Radius * fSpeakerSeparation);
fSpeakerSection90.Render(GI);
GI.PopMatrix();
// Draw Section 180
GI.PushMatrix();
GI.Rotate(180, 0, 1, 0);
GI.Translate(0, 4, fSpeakerSection180.Radius * fSpeakerSeparation);
fSpeakerSection180.Render(GI);
GI.PopMatrix();
// Draw Section 270
GI.PushMatrix();
GI.Rotate(270, 0, 1, 0);
GI.Translate(0, 4, fSpeakerSection270.Radius * fSpeakerSeparation);
fSpeakerSection270.Render(GI);
GI.PopMatrix();
}
示例2: DrawQuad
void DrawQuad(GraphicsInterface GI, float left, float top, float right, float bottom)
{
GI.PushMatrix();
GI.Rotate(Rotation);
GI.Drawing.Quads.Begin();
// Left bottom
GI.TexCoord(0.0f, 0.0f);
GI.Vertex(left, bottom, 0.0f);
// Left top
GI.TexCoord(0.0f, 1.0f);
GI.Vertex(left, top, 0.0f);
// Right top
GI.TexCoord(1.0f, 1.0f);
GI.Vertex(right, top, 0.0f);
// Right bottom
GI.TexCoord(1.0f, 0.0f);
GI.Vertex(right, bottom, 0.0f);
GI.Drawing.Quads.End();
GI.PopMatrix();
}
示例3: Render
public virtual void Render(GraphicsInterface gi)
{
gi.Color(fShaftColor);
fAxisShaft.Render(gi);
gi.PushMatrix();
gi.Translate(0.0f, 0.0f, fSpearLength);
fArrowHead.Render(gi);
gi.Rotate(180.0f, 1.0f, 0.0f, 0.0f);
fDisk.Render(gi);
gi.PopMatrix();
}
示例4: RenderContent
protected override void RenderContent(GraphicsInterface GI)
{
for (int i = 0; i < NumberOfSections; i++)
{
float3 trans = Translation + new float3(0, 0, -Radius * ExpansionFactor);
// Draw Section 0
GI.PushMatrix();
GI.Rotate(i*ArcDegrees, 0, 1, 0);
GI.Translate(trans.x, trans.y, trans.z);
Sections[i].Render(GI);
GI.PopMatrix();
}
}
示例5: DrawTextureImageUnrotatedAndOrthographically
public static void DrawTextureImageUnrotatedAndOrthographically(GraphicsInterface gi, int clientWidth, int clientHeight, GLTexture2D texture,
int drawX, int drawYTextMode, // i.e., 0 == draw TOP of image at TOP of viewport, Y-axis points DOWN
int drawWidth, int drawHeight)
{
// Change rendering conditions
gi.Features.DepthTest.Disable();
gi.Features.CullFace.Disable();
// Preserve current matrices, and switch to an orthographic view, and
// do scaling and translation as necessary.
gi.MatrixMode(MatrixMode.Projection);
gi.PushMatrix();
gi.MatrixMode(MatrixMode.Modelview);
gi.PushMatrix();
gi.MatrixMode(MatrixMode.Projection);
gi.LoadIdentity();
gi.Ortho(0, (clientWidth - 1), 0, (clientHeight - 1), -1.0, 1.0);
gi.MatrixMode(MatrixMode.Modelview);
gi.LoadIdentity();
if (null != texture)
{
// Enable texture
texture.Bind();
}
// Enable blending
gi.Features.Blend.Enable();
gi.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
// Draw a quad
gi.Drawing.Quads.Begin();
// TOP-LEFT
gi.TexCoord(0.0f, 1.0f);
gi.Color(ColorRGBA.White);
gi.Vertex((drawX), ((clientHeight - 1) - drawYTextMode), 0.0f);
// BOTTOM-LEFT
gi.TexCoord(0.0f, 0.0f);
gi.Color(1.0f, 1.0f, 1.0f, 1.0f);
gi.Vertex(drawX, ((clientHeight - 1) - (drawYTextMode + drawHeight)), 0.0f);
// BOTTOM-RIGHT
gi.TexCoord(1.0f, 0.0f);
gi.Color(1.0f, 1.0f, 1.0f, 1.0f);
gi.Vertex((drawX + (drawWidth)), ((clientHeight - 1) - (drawYTextMode + drawHeight)), 0.0f);
// TOP-RIGHT
gi.TexCoord(1.0f, 1.0f);
gi.Color(1.0f, 1.0f, 1.0f, 1.0f);
gi.Vertex((drawX + (drawWidth)), ((clientHeight - 1) - drawYTextMode), 0.0f);
gi.Drawing.Quads.End();
// Disable blending
gi.Features.Blend.Disable();
if (null != texture)
{
// Disable texture
gi.Features.Texturing2D.Disable();
gi.BindTexture(TextureBindTarget.Texture2d, 0);
}
// Restore original matrices.
gi.MatrixMode(MatrixMode.Modelview);
gi.PopMatrix();
gi.MatrixMode(MatrixMode.Projection);
gi.PopMatrix();
// Restore rendering conditions
gi.FrontFace(FrontFaceDirection.Ccw); // MUST DO AFTER USING wglUseFontOutlines LISTS!!!
gi.Features.DepthTest.Enable();
gi.Features.CullFace.Enable();
}
示例6: Render
public virtual void Render(GraphicsInterface gi)
{
//fAxes.Render(gi);
// Do a model translation before rendering?
///
gi.PushMatrix();
gi.Translate(fTranslation.X, fTranslation.Y, fTranslation.Z);
foreach (AABBFaceMesh rw in fWalls.Values)
{
rw.Render(gi);
}
gi.PopMatrix();
}