本文整理匯總了C#中NewTOAPIA.GL.GraphicsInterface.Rotate方法的典型用法代碼示例。如果您正苦於以下問題:C# GraphicsInterface.Rotate方法的具體用法?C# GraphicsInterface.Rotate怎麽用?C# GraphicsInterface.Rotate使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類NewTOAPIA.GL.GraphicsInterface
的用法示例。
在下文中一共展示了GraphicsInterface.Rotate方法的4個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。
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();
}
}