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C# SceneNode类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中SceneNode的典型用法代码示例。如果您正苦于以下问题:C# SceneNode类的具体用法?C# SceneNode怎么用?C# SceneNode使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



SceneNode类属于命名空间,在下文中一共展示了SceneNode类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: User

        public User(StateManager stateMgr, API.Geo.World world)
        {
            this.mStateMgr = stateMgr;
            this.mWorld = world;
            this.mTimeSinceGUIOpen = new Timer();

            this.mCameraMan = null;
            this.IsAllowedToMoveCam = true;
            this.IsFreeCamMode = true;
            Camera cam = this.mStateMgr.Camera;
            cam.Position = new Vector3(-203, 633, -183);
            cam.Orientation = new Quaternion(0.3977548f, -0.1096644f, -0.8781486f, -0.2421133f);
            this.mCameraMan = new CameraMan(cam);
            this.mSelectedAllies = new HashSet<VanillaNonPlayer>();
            this.mRandom = new Random();

            this.mFigures = new MOIS.KeyCode[10];
            for (int i = 0; i < 9; i++)
                this.mFigures[i] = (MOIS.KeyCode)System.Enum.Parse(typeof(MOIS.KeyCode), "KC_" + (i + 1));
            this.mFigures[9] = MOIS.KeyCode.KC_0;

            this.mWireCube = this.mStateMgr.SceneMgr.RootSceneNode.CreateChildSceneNode();
            this.mWireCube.AttachObject(StaticRectangle.CreateRectangle(this.mStateMgr.SceneMgr, Vector3.UNIT_SCALE * Cst.CUBE_SIDE));
            this.mWireCube.SetVisible(false);

            this.Inventory = new Inventory(10, 4, new int[] { 3, 0, 1, 2 }, true);
        }
开发者ID:RenaudWasTaken,项目名称:SkyLands,代码行数:27,代码来源:User.cs


示例2: WayPoint

        public WayPoint()
        {
            _Orientation = Quaternion.IDENTITY;
            _DisplayNameOffset = new Vector3(0, 0.2f, 0);

            Entity = Engine.Singleton.SceneManager.CreateEntity("Spawn.mesh");
            Node = Engine.Singleton.SceneManager.RootSceneNode.CreateChildSceneNode();
            Node.AttachObject(Entity);

            ConvexCollision collision = new MogreNewt.CollisionPrimitives.ConvexHull(Engine.Singleton.NewtonWorld,
                Node,
                Quaternion.IDENTITY,
                0.1f,
                Engine.Singleton.GetUniqueBodyId());

            Vector3 inertia, offset;
            collision.CalculateInertialMatrix(out inertia, out offset);

            Inertia = inertia;

            Body = new Body(Engine.Singleton.NewtonWorld, collision, true);
            Body.AttachNode(Node);
            Body.SetMassMatrix(0, inertia * 0);

            Body.ForceCallback += BodyForceCallback;

            Body.UserData = this;
            Body.MaterialGroupID = Engine.Singleton.MaterialManager.WaypointMaterialID;
            //Body.MaterialGroupID = Engine.Singleton.MaterialManager.CharacterMaterialID;

            collision.Dispose();
        }
开发者ID:janPierdolnikParda,项目名称:RPG,代码行数:32,代码来源:WayPoint.cs


示例3: CreateScene

        /// <summary>
        /// This method create the initial scene
        /// </summary>
        protected override void CreateScene()
        {
            #region Basics
            physics = new Physics();

            robot = new Robot(mSceneMgr);
            robot.setPosition(new Vector3(000, 0, 300));
            environment = new Environment(mSceneMgr, mWindow);
            playerModel = new PlayerModel(mSceneMgr);
            playerModel.setPosition(new Vector3(0, -80, 50));
            playerModel.hRotate(new Vector3(600, 0, 0));
            #endregion

            #region Camera
            cameraNode = mSceneMgr.CreateSceneNode();
            cameraNode.AttachObject(mCamera);
            playerModel.AddChild(cameraNode);
            inputsManager.PlayerModel = playerModel;
            #endregion

            #region Part 9
            PlayerStats playerStats = new PlayerStats();
            gameHMD = new GameInterface(mSceneMgr, mWindow, playerStats);
            #endregion

            robots = new List<Robot>();
            robots.Add(robot);
            robotsToRemove = new List<Robot>();
            bombs = new List<Bomb>();
            bombsToRemove = new List<Bomb>();
            physics.StartSimTimer();
        }
开发者ID:Bobbylon5,项目名称:Mogre14,代码行数:35,代码来源:Tutorial.cs


示例4: MogreMotionState

 /// <param name="thing">The connected lthing, used for updating sounds. You can pass null to skip updating sounds.</param>
 public MogreMotionState(LThing thing, Vector3 position, Quaternion orientation, SceneNode node)
 {
     transform = new Matrix4(orientation);
     transform.MakeTransform(position, Vector3.UNIT_SCALE, orientation);
     this.node = node;
     this.owner = thing;
 }
开发者ID:CisciarpMaster,项目名称:PonyKart,代码行数:8,代码来源:MogreMotionState.cs


示例5: CreateScene

        public override void CreateScene()
        {
            TexturePtr mTexture = TextureManager.Singleton.CreateManual("RenderArea",
                                      ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, TextureType.TEX_TYPE_2D,
                                      512, 512, 0, PixelFormat.PF_R8G8B8, (int)TextureUsage.TU_RENDERTARGET);
            rttTex = mTexture.GetBuffer().GetRenderTarget();
            rttTex.IsAutoUpdated = false;
            {
                // Create the camera
                Camera camera2 = sceneMgr.CreateCamera("PlayerCam2");

                camera2.Position = new Vector3(0, 0, 3);
                camera2.LookAt(new Vector3(0.0f, 0.0f, 0.0f));
                camera2.NearClipDistance = 1;

                Viewport v = rttTex.AddViewport(camera2);

                MaterialPtr mat = MaterialManager.Singleton.GetByName("CgTutorials/RenderToTexture_Material");
                mat.GetTechnique(0).GetPass(0).GetTextureUnitState(0).SetTextureName("RenderArea");
                v.BackgroundColour = new ColourValue(0.0f, 0.3f, 0.2f, 0.0f);
                //v.SetClearEveryFrame(false);
                //v.OverlaysEnabled = false;
                rttTex.PreRenderTargetUpdate += new RenderTargetListener.PreRenderTargetUpdateHandler(RenderArea_PreRenderTargetUpdate);
                rttTex.PostRenderTargetUpdate += new RenderTargetListener.PostRenderTargetUpdateHandler(RenderArea_PostRenderTargetUpdate);
            }

            node1 = base.sceneMgr.RootSceneNode.CreateChildSceneNode("TutorialRender2TexNode1");
            node2 = base.sceneMgr.RootSceneNode.CreateChildSceneNode("TutorialRender2TexNode2");

            manualObj1 = sceneMgr.CreateManualObject("TutorialRender2TexObject1");
            manualObj2 = sceneMgr.CreateManualObject("TutorialRender2TexObject2");

            node1.AttachObject(DrawTriangle1(manualObj1));
            node2.AttachObject(DrawTriangle2(manualObj2));
        }
开发者ID:agustinsantos,项目名称:mogregis3d,代码行数:35,代码来源:RenderToTexture.cs


示例6: BuildInternal

        private SceneNode BuildInternal(object source, SceneNode parent, bool forceBuild,
            ref bool cancelLoad)
        {
            SceneNode node = BuildNodeInternal(source, parent, forceBuild);

            if (node == null)
                return parent;

            if (cancelLoad)
                return node;

            lock (s_lock)
            {
                // We must catch cyclic graphs to avoid infinite recursion.
                if (s_ancestors.Contains(source))
                    return node;
                try
                {
                    s_ancestors.Add(source);

                    ISceneGraphHierarchy modelNode = source.As<ISceneGraphHierarchy>();
                    IEnumerable<object> children = (modelNode != null) ? modelNode.GetChildren() : m_treeView.GetChildren(source);
                    
                    foreach (object child in children )
                        BuildInternal(child, node, false, ref cancelLoad);
                }
                finally
                {
                    s_ancestors.Remove(source);
                }
            }

            return node;
        }
开发者ID:JanDeHud,项目名称:LevelEditor,代码行数:34,代码来源:SceneGraphBuilder.cs


示例7: Add

		public void Add(SceneNode node, uint duration, Vector3Df targetPosition, Vector3Df targetRotation, Vector3Df targetScale)
		{
			Remove(node);

			irrDevice.Timer.Tick();

			AnimationItem a = new AnimationItem();
			a.Node = node;
			a.Node.Grab();
			a.Duration = duration;
			a.StartTime = irrDevice.Timer.Time;
			
			if (targetPosition != null)
			{
				a.TargetPosition = targetPosition;
				a.StartPosition = node.Position;
			}

			if (targetRotation != null)
			{
				a.TargetRotation = targetRotation;
				a.StartRotation = node.Rotation;
			}

			if (targetScale != null)
			{
				a.TargetScale = targetScale;
				a.StartScale = node.Scale;
			}

			lock (animationItems)
			{
				animationItems.Add(a);
			}
		}
开发者ID:Download,项目名称:Irrlicht-Lime,代码行数:35,代码来源:AnimationManager.cs


示例8: GrassPatchSceneNode

        public GrassPatchSceneNode(SceneNode parent, SceneManager mgr, int id, bool createIfEmpty,
                                   Vector3D gridPos, string filepath, Texture heightMap, Texture colourMap,
                                   Texture grassMap, SceneNode terrain, WindGenerator wind)
            : base(parent, mgr, id)
        {
            DrawDistance = GRASS_PATCH_SIZE * 1.5f;
            MaxDensity = 800;
            TerrainHeightMap = heightMap;
            TerrainColourMap = colourMap;
            TerrainGrassMap = grassMap;
            Terrain = terrain;
            WindGen = wind;
            lastwindtime = 0;
            lastdrawcount = 0;
            redrawnextloop = true;
            MaxFPS = 0;
            _mgr = mgr;
            WindRes = 5;

            filename = string.Format("{0}/{1}.{2}.grass", filepath, gridpos.X, gridpos.Z);
            gridpos = gridPos;
            Position = new Vector3D(gridpos.X * GRASS_PATCH_SIZE, 0f,
                                    gridpos.Z * GRASS_PATCH_SIZE);

            ImageCount = new Dimension2D(4, 2);

            if (!Load())
                Create(createIfEmpty);
        }
开发者ID:zaki,项目名称:irrlicht.net,代码行数:29,代码来源:GrassPatchSceneNode.cs


示例9: CameraControlSystem

        private float _timeSinceLastFrameLastUpdate; // Time value passed to the last call of the method "Update"

        #endregion Fields

        #region Constructors

        public CameraControlSystem(SceneManager sceneManager, string name, Camera camera = null, bool reCalcOnTargetMoving = true)
        {
            _sceneMgr = sceneManager;
            _name = name;
            _targetNode = null;
            _targetNodeListener = null;
            _recalcOnTargetMoving = reCalcOnTargetMoving;
            _currentCameraMode = null;

            _cameraNode = _sceneMgr.RootSceneNode.CreateChildSceneNode(_name + "SceneNode");

            if (camera == null) {
                _camera = _sceneMgr.CreateCamera(_name);
                _isOwnCamera = true;
            } else {
                _camera = camera;
                _isOwnCamera = false;
            }

            //Reset to default parameters
            _camera.Position = Vector3.ZERO;
            _camera.Orientation = Quaternion.IDENTITY;

            // ... and attach the Ogre camera to the camera node
            _cameraNode.AttachObject(_camera);

            _cameraModes = new Dictionary<string, CameraMode>();
        }
开发者ID:andyhebear,项目名称:Mccs,代码行数:34,代码来源:CameraControlSystem.cs


示例10: KnightyCamera

        public KnightyCamera(string name)
            : base(name)
        {
            var sceneMgr = LKernel.GetG<SceneManager>();

            // make our camera and set some properties
            Camera = sceneMgr.CreateCamera(name);
            Camera.NearClipDistance = 0.1f;
            Camera.FarClipDistance = 700f;
            Camera.AutoAspectRatio = true;

            // create the nodes we're going to interpolate
            CameraNode = sceneMgr.RootSceneNode.CreateChildSceneNode(name + "_KnightyCameraNode", new Vector3(0, Settings.Default.CameraNodeYOffset, Settings.Default.CameraNodeZOffset));
            TargetNode = sceneMgr.RootSceneNode.CreateChildSceneNode(name + "_KnightyCameraTargetNode", new Vector3(0, Settings.Default.CameraTargetYOffset, 0));

            CameraNode.SetAutoTracking(true, TargetNode);
            CameraNode.SetFixedYawAxis(true);

            CameraNode.AttachObject(Camera);

            // create the fixed nodes that are attached to the kart
            followKart = LKernel.GetG<PlayerManager>().MainPlayer.Kart;
            kartCamNode = followKart.RootNode.CreateChildSceneNode(name + "_KartKnightyCameraNode", new Vector3(0, Settings.Default.CameraNodeYOffset, Settings.Default.CameraNodeZOffset));
            kartTargetNode = followKart.RootNode.CreateChildSceneNode(name + "_KartKnightyCameraTargetNode", new Vector3(0, Settings.Default.CameraTargetYOffset, 0));

            CameraNode.Position = kartCamNode._getDerivedPosition();
            TargetNode.Position = kartTargetNode._getDerivedPosition();

            // initialise some stuff for the ray casting
            rayLength = (CameraNode.Position - TargetNode.Position).Length;
            world = LKernel.GetG<PhysicsMain>().World;
        }
开发者ID:CisciarpMaster,项目名称:PonyKart,代码行数:32,代码来源:KnightyCamera.cs


示例11: Add

		public void Add(SceneNode parent, uint time)
		{
			ParticleSystemSceneNode ps = device.SceneManager.AddParticleSystemSceneNode(false, parent);

			ParticleEmitter em = ps.CreateBoxEmitter(
				new AABBox(parent.BoundingBox.MinEdge / 4, parent.BoundingBox.MaxEdge / 4),
				new Vector3Df(0.0f, 0.025f, 0.0f),
				100, 200,
				new Color(0xffffffff), new Color(0xffffffff),
				1500, 2500);

			em.MinStartSize = new Dimension2Df(parent.BoundingBox.Extent.X, parent.BoundingBox.Extent.Y);
			em.MaxStartSize = em.MinStartSize * 1.5f;

			ps.Emitter = em;
			em.Drop();

			ParticleAffector paf = ps.CreateFadeOutParticleAffector();
			ps.AddAffector(paf);
			paf.Drop();

			ps.SetMaterialFlag(MaterialFlag.Lighting, false);
			ps.SetMaterialFlag(MaterialFlag.ZWrite, false);
			ps.SetMaterialTexture(0, device.VideoDriver.GetTexture("../../media/fireball.bmp"));
			ps.SetMaterialType(MaterialType.TransparentAddColor);

			particleNodes.Add(new ParticleNode(ps, time));
		}
开发者ID:Download,项目名称:Irrlicht-Lime,代码行数:28,代码来源:Particles.cs


示例12: AddClockNode

		public static ClockNode AddClockNode(SceneNode parent)
		{
			ClockNode n = new ClockNode(parent, parent.SceneManager);
			n.Drop();

			return n;
		}
开发者ID:Download,项目名称:Irrlicht-Lime,代码行数:7,代码来源:ClockNode.cs


示例13: Attach

        public void Attach(SceneNode parent)
        {
            localParent = parent;
            localRoot = parent = new SceneNode(parent);
            var physicsComponent = Record.GetComponent<PhysicsComponent>();
            if (physicsComponent != null) new DebugDrawNode(parent, physicsComponent.Body);

            var transformComponent = Record.GetComponent<TransformComponent>();
            if (meshData == null) return;
            parent = new TransformNode(parent, transformComponent ?? new TransformComponent());
            var animationComponent = Record.GetComponent(default(AnimationComponent), true);
            if (animationComponent != null) parent = new AnimationNode(parent, animationComponent);
            var tri = meshData.Submeshes[0].Triangles;
            var vert = meshData.Submeshes[0].Vertices;
            var vbo = new VertexBuffer(vert.Length * SkinnedVertex.Size, BufferTarget.ArrayBuffer,
                                       BufferUsageHint.StaticDraw);
            var ibo = new VertexBuffer(tri.Length * Vector3i.Size, BufferTarget.ElementArrayBuffer,
                                       BufferUsageHint.StaticDraw);
            vbo.Write(0, vert);
            ibo.Write(0, tri);
            var vboNode = new VBONode(parent, vbo, ibo);
            foreach (var matGroup in from g in meshData.Submeshes group g by g.Material)
            {
                foreach (var geometry in matGroup)
                {
                    var mat = matGroup.Key;
                    new SubmeshNode(new MaterialNode(vboNode, mat), geometry);
                }
            }
        }
开发者ID:jyunfan2015,项目名称:Calcifer,代码行数:30,代码来源:RenderComponent.cs


示例14: MovableText

        public MovableText(string name, SceneManager sceneMgr, SceneNode node, Size size)
        {
            this.texture = TextureManager.Singleton.CreateManual(
                name + "Texture",
                ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME,
                TextureType.TEX_TYPE_2D,
                (uint)size.Width,
                (uint)size.Height,
                0,
                PixelFormat.PF_A8R8G8B8);

            this.material = MaterialManager.Singleton.Create(name + "Material", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME);
            this.material.GetTechnique(0).GetPass(0).CreateTextureUnitState(this.texture.Name);
            this.material.SetSceneBlending(SceneBlendType.SBT_TRANSPARENT_ALPHA);
            this.material.SetDepthCheckEnabled(false);

            this.billboardSet = sceneMgr.CreateBillboardSet();
            this.billboardSet.SetMaterialName(this.material.Name);
            this.billboardSet.RenderQueueGroup = (byte)RenderQueueGroupID.RENDER_QUEUE_OVERLAY;

            this.billboard = this.billboardSet.CreateBillboard(Vector3.ZERO);
            this.billboard.SetDimensions(size.Width, size.Height);
            this.billboard.Colour = ColourValue.ZERO;

            node.AttachObject(this.billboardSet);
            this.sceneMgr = sceneMgr;
            this.size = size;
        }
开发者ID:agustinsantos,项目名称:mogregis3d,代码行数:28,代码来源:TextExample.cs


示例15: CreateScene

        public override void CreateScene()
        {
            // Set ambient light and fog
            sceneMgr.AmbientLight = new ColourValue(0, 0, 0);
            sceneMgr.SetFog(FogMode.FOG_LINEAR, skyColor, 0, 150, 300);

            // Create sun-light
            Light light = sceneMgr.CreateLight("Sun");
            light.Type = Light.LightTypes.LT_POINT;
            light.Position = new Vector3(150, 100, 150);

            sceneMgr.ShadowTechnique = ShadowTechnique.SHADOWTYPE_STENCIL_MODULATIVE;
		    sceneMgr.ShadowFarDistance = 100;
		    sceneMgr.ShadowColour = new ColourValue(0.7f, 0.7f, 0.7f);
		    sceneMgr.SetShadowTextureSize(512);

            // Ground
            Plane ground = new Plane(Vector3.UNIT_Y, 1);
            MeshManager.Singleton.CreatePlane("groundPlane", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME,
                ground, 500, 500, 20, 20, true, 1, 1, 1, Vector3.UNIT_Z);

            Entity groundEnt = sceneMgr.CreateEntity("groundPlaneEntity", "groundPlane");
            groundEnt.CastShadows = true;
            groundEnt.SetMaterialName("BoxMaterial/Ground");

            planeNode = sceneMgr.RootSceneNode.CreateChildSceneNode();
            planeNode.AttachObject(groundEnt);

            physics = new Physics(sceneMgr);
        }
开发者ID:raiker,项目名称:BulletSharp,代码行数:30,代码来源:BasicDemo.cs


示例16: RemoveLight

		public void RemoveLight(SceneNode node)
		{
			if (buildThread != null)
				buildThread.Join();

			lights.Remove(node);
		}
开发者ID:Download,项目名称:Irrlicht-Lime,代码行数:7,代码来源:Shadows.cs


示例17: RemoveObject

		public void RemoveObject(SceneNode node)
		{
			if (buildThread != null)
				buildThread.Join();

			objects.Remove(node);
		}
开发者ID:Download,项目名称:Irrlicht-Lime,代码行数:7,代码来源:Shadows.cs


示例18: RibbonComponent

        /// <summary>
        /// For ribbons!
        /// </summary>
        /// <param name="lthing">The Thing this component is attached to</param>
        /// <param name="template">The template from the Thing</param>
        /// <param name="block">The block we're creating this component from</param>
        public RibbonComponent(LThing lthing, ThingBlock template, RibbonBlock block)
        {
            ID = IDs.Incremental;
            var sceneMgr = LKernel.GetG<SceneManager>();

            Name = block.GetStringProperty("name", template.ThingName);

            // if ribbons are disabled, don't bother creating anything
            if (!Options.GetBool("Ribbons"))
                return;

            Ribbon = LKernel.GetG<SceneManager>().CreateRibbonTrail(Name + ID + "Ribbon");

            // set up some properties
            Ribbon.SetMaterialName(block.GetStringProperty("material", "ribbon"));
            Ribbon.TrailLength = block.GetFloatProperty("length", 5f);
            Ribbon.MaxChainElements = (uint) block.GetFloatProperty("elements", 10f);
            Ribbon.SetInitialWidth(0, block.GetFloatProperty("width", 1f));
            Ribbon.SetInitialColour(0, block.GetQuatProperty("colour", new Quaternion(1, 1, 1, 1)).ToColourValue());
            Ribbon.SetColourChange(0, block.GetQuatProperty("colourchange", new Quaternion(0, 0, 0, 3)).ToColourValue());
            Ribbon.SetWidthChange(0, block.GetFloatProperty("widthchange", 1f));

            // attach it to the node
            RibbonNode = LKernel.GetG<SceneManager>().RootSceneNode.CreateChildSceneNode(Name + ID + "RibbonNode");
            TrackedRibbonNode = lthing.RootNode.CreateChildSceneNode(Name + ID + "TrackedRibbonNode");
            Ribbon.AddNode(TrackedRibbonNode);
            RibbonNode.AttachObject(Ribbon);

            TrackedRibbonNode.Position = block.GetVectorProperty("position", null);
        }
开发者ID:CisciarpMaster,项目名称:PonyKart,代码行数:36,代码来源:RibbonComponent.cs


示例19: LoadINF1FromFile

        private static SceneNode LoadINF1FromFile(SceneNode rootNode, EndianBinaryReader reader, long chunkStart)
        {
            ushort unknown1 = reader.ReadUInt16(); // A lot of Link's models have it but no idea what it means. Alt. doc says: "0 for BDL, 01 for BMD"
            ushort padding = reader.ReadUInt16();
            uint packetCount = reader.ReadUInt32(); // Total number of Packets across all Batches in file.
            uint vertexCount = reader.ReadUInt32(); // Total number of vertexes across all batches within the file.
            uint hierarchyDataOffset = reader.ReadUInt32();

            // The Hierarchy defines how Joints, Materials and Shapes are laid out. This allows them to bind a material
            // and draw multiple shapes (batches) with the material. It also complicates drawing things, but whatever.
            reader.BaseStream.Position = chunkStart + hierarchyDataOffset;

            List<InfoNode> infoNodes = new List<InfoNode>();
            InfoNode curNode = null;

            do
            {
                curNode = new InfoNode();
                curNode.Type = (HierarchyDataTypes)reader.ReadUInt16();
                curNode.Value = reader.ReadUInt16(); // "Index into Joint, Material, or Shape table.

                infoNodes.Add(curNode);
            }
            while (curNode.Type != HierarchyDataTypes.Finish);

            ConvertInfoHiearchyToSceneGraph(ref rootNode, infoNodes, 0);
            return rootNode;
        }
开发者ID:CryZe,项目名称:WindEditor2,代码行数:28,代码来源:INF1.cs


示例20: Visit

 public virtual void Visit(SceneNode node)
 {
     node.BeginRender();
     node.RenderNode();
     node.VisitChildren(this);
     node.EndRender();
 }
开发者ID:jyunfan2015,项目名称:Calcifer,代码行数:7,代码来源:RenderPass.cs



注:本文中的SceneNode类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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上一篇:
C# SceneObject类代码示例发布时间:2022-05-24
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C# SceneManager类代码示例发布时间:2022-05-24
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