void QCSXCAD::clear() { ContinuousStructure::clear(); GUIUpdate(); setModified(); bModified=false; }
/** * AppLoop() */ int AppLoop() { // monitor input Input::GetDIDState(); // CameraController FPCameraControl(Time::deltaTime); //HoverCameraControl(cubie.mesh.position, Time::deltaTime); if(Input::GetKey(DIK_UP)) cubie.material.uvOffset += 0.0001f; if(Input::GetKey(DIK_DOWN)) cubie.material.uvOffset -= 0.0001f; if(cubie.material.uvOffset < 0) cubie.material.uvOffset = 0; if(Input::GetKeyDown(DIK_NUMPAD0)){ cubie.shader = Specular; cubie.material = mtlBrickS; } if(Input::GetKeyDown(DIK_NUMPAD1)){ cubie.shader = BumpSpecular; cubie.material = mtlBrickN; } if(Input::GetKeyDown(DIK_NUMPAD2)){ cubie.shader = BumpHSpecular; cubie.material = mtlBrickB; } if(Input::GetKeyDown(DIK_NUMPAD3)){ cubie.shader = BumpPHSpecular; cubie.material = mtlBrickPH; } if(Input::GetKeyDown(DIK_NUMPAD4)){ cubie.shader = BumpPSpecular; cubie.material = mtlBrickP; } if(Input::GetKeyDown(DIK_NUMPAD5)){ cubie.shader = BumpPOMSpecular; cubie.material = mtlBrickPOM; } GUIUpdate(); scene.Update(); scene.Render(); return true; }