本文整理汇总了C#中NewTOAPIA.GL.GraphicsInterface.Translate方法的典型用法代码示例。如果您正苦于以下问题:C# GraphicsInterface.Translate方法的具体用法?C# GraphicsInterface.Translate怎么用?C# GraphicsInterface.Translate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.Translate方法的4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: 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3: 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4: 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();
}