本文整理汇总了C#中NewTOAPIA.GL.GraphicsInterface.Vertex方法的典型用法代码示例。如果您正苦于以下问题:C# GraphicsInterface.Vertex方法的具体用法?C# GraphicsInterface.Vertex怎么用?C# GraphicsInterface.Vertex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.Vertex方法的8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: 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2: RenderContent
protected override void RenderContent(GraphicsInterface gi)
{
int p1, p2, p3;
for (int i = 0; i < triangles.Length; i++)
{
p1 = triangles[i].p1;
p2 = triangles[i].p2;
p3 = triangles[i].p3;
gi.Color(1, 1, 1, 0.95f);
gi.Drawing.Triangles.Begin();
gi.Normal(normals[p1]);
gi.TexCoord(uvMap[p1, 0], uvMap[p1, 1]);
gi.Vertex(positions[p1]);
gi.Normal(normals[p2]);
gi.TexCoord(uvMap[p2, 0], uvMap[p2, 1]);
gi.Vertex(positions[p2]);
gi.Normal(normals[p3]);
gi.TexCoord(uvMap[p3, 0], uvMap[p3, 1]);
gi.Vertex(positions[p3]);
gi.Drawing.Triangles.End();
}
}
示例3: RenderContent
protected override void RenderContent(GraphicsInterface gi)
{
gi.Normal(0, 0, 1);
gi.Begin(BeginMode.Lines);
gi.Vertex(fxbase, fybase - 5, fzbase);
gi.Vertex(fxbase, fybase + fHeight * fSize + 0.5f, fzbase);
gi.End();
}
示例4: RenderFrontFacesOfTeeth
void RenderFrontFacesOfTeeth(GraphicsInterface gi)
{
// draw front face
for (int i = 0; i <= fTeeth; i++)
{
gi.Drawing.Lines.Begin();
angle = i * 2.0f * (float)Math.PI / fTeeth;
gi.Vertex(r0 * (float)Math.Cos(angle), r0 * (float)Math.Sin(angle), fWidth * 0.5f);
gi.Vertex(r1 * (float)Math.Cos(angle), r1 * (float)Math.Sin(angle), fWidth * 0.5f);
gi.Vertex(r1 * (float)Math.Cos(angle + 3 * da), r1 * (float)Math.Sin(angle + 3 * da), fWidth * 0.5f);
gi.Vertex(r1 * (float)Math.Cos(angle + 4 * da), r1 * (float)Math.Sin(angle + 4 * da), fWidth * 0.5f);
gi.Drawing.Lines.End();
}
}
示例5: RenderContent
protected override void RenderContent(GraphicsInterface gi)
{
int i, j;
float theta, phi, theta1;
float cosTheta, sinTheta;
float cosTheta1, sinTheta1;
float ringDelta, sideDelta;
ringDelta = (float)(2.0f * Math.PI / fRings);
sideDelta = (float)(2.0f * Math.PI / fSides);
theta = 0.0f;
cosTheta = 1.0f;
sinTheta = 0.0f;
for (i = fRings - 1; i >= 0; i--)
{
theta1 = theta + ringDelta;
cosTheta1 = (float)Math.Cos(theta1);
sinTheta1 = (float)Math.Sin(theta1);
gi.Drawing.QuadStrip.Begin();
phi = 0.0f;
for (j = fSides; j >= 0; j--)
{
float cosPhi, sinPhi, dist;
phi += sideDelta;
cosPhi = (float)Math.Cos(phi);
sinPhi = (float)Math.Sin(phi);
dist = fOuterRadius + fInnerRadius * cosPhi;
gi.Normal(cosTheta1 * cosPhi, -sinTheta1 * cosPhi, sinPhi);
gi.Vertex(cosTheta1 * dist, -sinTheta1 * dist, fInnerRadius * sinPhi);
gi.Normal(cosTheta * cosPhi, -sinTheta * cosPhi, sinPhi);
gi.Vertex(cosTheta * dist, -sinTheta * dist, fInnerRadius * sinPhi);
}
gi.Drawing.QuadStrip.End();
theta = theta1;
cosTheta = cosTheta1;
sinTheta = sinTheta1;
}
}
示例6: RenderContent
protected override void RenderContent(GraphicsInterface GI)
{
for (iStrip = -fExtent; iStrip <= fExtent; iStrip += fStep)
{
GI.Drawing.TriangleStrip.Begin();
for (iRun = fExtent; iRun >= -fExtent; iRun -= fStep)
{
if ((iBounce % 2) == 0)
fColor = 1.0f;
else
fColor = 0.0f;
GI.Color(fColor, fColor, fColor, 0.75f);
GI.Vertex(iStrip, y, iRun);
GI.Vertex(iStrip + fStep, y, iRun);
iBounce++;
}
GI.Drawing.TriangleStrip.End();
}
GI.ShadeModel(ShadingModel.Smooth);
}
示例7: 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8: RenderInsideRadiusCylinder
void RenderInsideRadiusCylinder(GraphicsInterface gi)
{
float angle;
// draw inside radius cylinder
for (int i = 0; i <= fTeeth; i++)
{
angle = i * 2.0f * (float)Math.PI / fTeeth;
gi.Drawing.Lines.Begin();
gi.Normal(-(float)Math.Cos(angle), -(float)Math.Sin(angle), 0.0f);
gi.Vertex(r0 * (float)Math.Cos(angle), r0 * (float)Math.Sin(angle), -fWidth * 0.5f);
gi.Vertex(r0 * (float)Math.Cos(angle), r0 * (float)Math.Sin(angle), fWidth * 0.5f);
gi.Vertex(r0 * (float)Math.Cos(angle), r0 * (float)Math.Sin(angle), -fWidth * 0.5f);
gi.Vertex(r0 * (float)Math.Cos(angle + 4 * da), r0 * (float)Math.Sin(angle + 4 * da), -fWidth * 0.5f);
gi.Vertex(r0 * (float)Math.Cos(angle), r0 * (float)Math.Sin(angle), fWidth * 0.5f);
gi.Vertex(r0 * (float)Math.Cos(angle + 4 * da), r0 * (float)Math.Sin(angle + 4 * da), fWidth * 0.5f);
gi.Drawing.Lines.End();
}
}