Render engine. Implenets a Windows Forms Control
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| Engine () |
| Constructor Creates data and 4 cameras (one for each view: 3D, front, top, side). More...
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void | DrawVolume (int side) |
| Draws the Texture3D onto a cube and sets necessary EffectParameters for the shader. More...
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override void | Initialize () |
| Allows the game component to perform any initialization it needs to before starting to run. This is where it can query for any required services and load content. Initialzes cameras with position, target and up-vector. More...
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override void | LoadContent () |
| Creates spriteBatch to display current view name. Calls initializeTextureFilter(). More...
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override void | Update () |
| UnloadContent will be called once per game and is the place to unload all content. More...
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override void | Draw () |
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override void | OnSizeChanged (EventArgs e) |
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override void | OnCreateControl () |
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override void | Dispose (bool disposing) |
| Disposes the control. More...
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override void | OnInvalidated (InvalidateEventArgs e) |
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override void | OnPaint (PaintEventArgs e) |
| Redraws the control in response to a WinForms paint message. More...
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virtual void | PaintUsingSystemDrawing (Graphics graphics, string text) |
| If we do not have a valid graphics device (for instance if the device is lost, or if we are running inside the Form designer), we must use regular System.Drawing method to display a status message. More...
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override void | OnPaintBackground (PaintEventArgs pevent) |
| Ignores WinForms paint-background messages. The default implementation would clear the control to the current background color, causing flickering when our OnPaint implementation then immediately draws some other color over the top using the XNA Framework GraphicsDevice. More...
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override void | OnSizeChanged (EventArgs e) |
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Render engine. Implenets a Windows Forms Control
Definition at line 28 of file Engine.cs.
Constructor Creates data and 4 cameras (one for each view: 3D, front, top, side).
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Definition at line 118 of file Engine.cs.
void visLU.Engine.DrawVolume |
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Draws the Texture3D onto a cube and sets necessary EffectParameters for the shader.
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Definition at line 1218 of file Engine.cs.
override void visLU.Engine.Initialize |
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Allows the game component to perform any initialization it needs to before starting to run. This is where it can query for any required services and load content. Initialzes cameras with position, target and up-vector.
Implements visLU.VisXnaConrol.
Definition at line 158 of file Engine.cs.
override void visLU.Engine.LoadContent |
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Creates spriteBatch to display current view name. Calls initializeTextureFilter().
Implements visLU.VisXnaConrol.
Definition at line 210 of file Engine.cs.
override void visLU.Engine.Update |
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UnloadContent will be called once per game and is the place to unload all content.
Allows the game component to update itself.
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gameTime | Provides a snapshot of timing values. |
(GameProperties.Instance.recolor) && drawcount > 5
Implements visLU.VisXnaConrol.
Definition at line 334 of file Engine.cs.
The documentation for this class was generated from the following file: