本文整理汇总了C#中PloobsEngine.Modelo.SimpleModel.GetTextureInformation方法的典型用法代码示例。如果您正苦于以下问题:C# SimpleModel.GetTextureInformation方法的具体用法?C# SimpleModel.GetTextureInformation怎么用?C# SimpleModel.GetTextureInformation使用的例子?那么, 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PloobsEngine.Modelo.SimpleModel
的用法示例。
在下文中一共展示了SimpleModel.GetTextureInformation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: LoadContent
/// <summary>
/// Load content for the screen.
/// </summary>
/// <param name="GraphicInfo"></param>
/// <param name="factory"></param>
/// <param name="contentManager"></param>
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
{
base.LoadContent(GraphicInfo, factory, contentManager);
{
///Create a simple object
///Geomtric Info and textures (this model automaticaly loads the texture)
SimpleModel simpleModel = new SimpleModel(factory, "model/dude");
for (int i = 0; i < simpleModel.GetTextureInformation(0).Count(); i++)
{
simpleModel.GetTextureInformation(0)[i].SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
}
///Physic info (position, rotation and scale are set here)
GhostObject pi = new GhostObject(new Vector3(200, 10, 0), Matrix.Identity, new Vector3(4));
///Shader info (must be a deferred type)
ForwardGradativeAlphaShader shader = new ForwardGradativeAlphaShader();
///Material info (must be a deferred type also)
ForwardMaterial fmaterial = new ForwardMaterial(shader);
///The object itself
IObject obj = new IObject(fmaterial, simpleModel, pi);
///Add to the world
this.World.AddObject(obj);
}
{
///Create a simple object
///Geomtric Info and textures (this model automaticaly loads the texture)
SimpleModel simpleModel = new SimpleModel(factory, "model/dude");
//simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.Red), TextureType.DIFFUSE);
///Physic info (position, rotation and scale are set here)
GhostObject pi = new GhostObject(new Vector3(200, 10, 0), Matrix.Identity, new Vector3(4));
///Shader info (must be a deferred type)
ForwardEMTransparentShader shader = new ForwardEMTransparentShader("Textures/Cubemap");
///Material info (must be a deferred type also)
ForwardMaterial fmaterial = new ForwardMaterial(shader);
///The object itself
IObject obj = new IObject(fmaterial, simpleModel, pi);
///Add to the world
this.World.AddObject(obj);
}
{
SimpleModel simpleModel = new SimpleModel(factory, "model/cenario");
///Physic info (position, rotation and scale are set here)
TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
///Forward Shader (look at this shader construction for more info)
ForwardXNABasicShader shader = new ForwardXNABasicShader();
///Deferred material
ForwardMaterial fmaterial = new ForwardMaterial(shader);
///The object itself
IObject obj = new IObject(fmaterial, simpleModel, tmesh);
///Add to the world
//this.World.AddObject(obj);
}
///add a camera
this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
}