void CProcessIA4::RenderScene(CRenderManager* rm) { /*PhysX test*/ //CORE->Render(); Render3D(rm); Render2D(rm); }
IZ_BOOL CStateNormalMap::Render(izanagi::graph::CGraphicsDevice* device) { Render3D(); Render2D(); return IZ_TRUE; }
///<summary> /// PhysX:: RenderScene : Renderiza la escena. ///</summary> ///<param name="rm">Puntero a render manager.</param> ///<returns name=""></returns> void PhysX::RenderScene(CRenderManager* rm) { Render3D(rm); Render2D(rm); RenderDebugInfo(); //prueba //CORE->GetScriptManager()->RunCode("lua_draw_literal_test()"); CORE->GetScriptManager()->RunCode("get_core():get_font_manager():lua_draw_literal(100, 100, 'Exit')"); }
void Graphics::Update() { BeginRender(); Render3D(); Begin2DRender(); Render2D(); End2DRender(); PostRender3D(); EndRender(); }
void CDataView::Render(CPaintDC& dc) { const type_info& ti = typeid(*m_pDataSetting); if (ti == typeid(DataSetting1D)) { Render1D(dc); }else if (ti == typeid(DataSetting2D)) { Render2D(dc); }else if (ti == typeid(DataSettingTEXT)) { RenderTEXT(dc); } }
//------------------------------------------------------ // シェーダー版 //------------------------------------------------------ void iexPolygon::Rect( s32 DstX, s32 DstY, s32 DstW, s32 DstH, iexShader* shader, char* name, COLOR color, float z ) { TLVERTEX v[4]; v[0].sx = v[2].sx = (FLOAT)DstX; v[1].sx = v[3].sx = (FLOAT)(DstX+DstW); v[0].sy = v[1].sy = (FLOAT)DstY; v[2].sy = v[3].sy = (FLOAT)(DstY+DstH); v[0].sz = v[1].sz = v[2].sz = v[3].sz = z; v[0].color = v[1].color = v[2].color = v[3].color = color; v[0].rhw = v[1].rhw = v[2].rhw = v[3].rhw = 1.0f; Render2D( v, 2, NULL, shader, name ); }
//***************************************************************************** // 矩形描画 //***************************************************************************** //------------------------------------------------------ // 固定機能版 //------------------------------------------------------ void iexPolygon::Rect( s32 DstX, s32 DstY, s32 DstW, s32 DstH, u32 dwFlags, COLOR color, float z ) { TLVERTEX v[4]; v[0].sx = v[2].sx = (FLOAT)DstX; v[1].sx = v[3].sx = (FLOAT)(DstX+DstW); v[0].sy = v[1].sy = (FLOAT)DstY; v[2].sy = v[3].sy = (FLOAT)(DstY+DstH); v[0].sz = v[1].sz = v[2].sz = v[3].sz = z; v[0].color = v[1].color = v[2].color = v[3].color = color; v[0].rhw = v[1].rhw = v[2].rhw = v[3].rhw = 1.0f; Render2D( v, 2, NULL, dwFlags ); }
void BaseRenderer::Render() { glEnable(GL_DEPTH_TEST); for(int i = 0; i < m_Renderables.size(); i++) { Renderable* Ptr = m_Renderables[i]; if(Ptr->GetType() == DEFAULT_RENDERABLE || Ptr->GetType() == ENTITY_RENDERABLE) RenderDefault(Ptr); if(Ptr->GetType() == TWODIM_RENDERABLE) Render2D(Ptr); } glDisable(GL_DEPTH_TEST); }
// Render the objects in their current state. void Game::Render(){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); scene->render(); glGetIntegerv(GL_VIEWPORT, GInfo->GL.viewport); glGetDoublev(GL_MODELVIEW_MATRIX, GInfo->GL.modelView); glGetDoublev(GL_PROJECTION_MATRIX, GInfo->GL.projection); Render2D(); glFlush(); }
IZ_BOOL CStateMenu::Render() { Render2D(); return IZ_TRUE; }