Méthode | Description | |
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GetPickedGeometry ( |
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Méthode | Description | |
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ArrangeIndexes ( |
将共享点前移,构成2个图元组成的新的小小的索引。
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AssembleIndexBuffer ( |
将共享点前移,然后重新渲染、拾取
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GetLastIndexId ( |
在所有可能的图元(lastVertexId匹配)中, 逐个测试,找到最接近摄像机的那个图元, 返回此图元的最后一个索引在IndexBuffer中的索引(位置)。
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GetLastIndexIdList ( |
遍历以lastVertexId为最后一个顶点的图元, 瞄准每个图元的索引(例如1个三角形有3个索引)中的最后一个索引, 将此索引在IndexBuffer中的索引(位置)收集起来。
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GetLastIndexIdOfPickedGeometry ( |
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GetLineSearcher ( DrawMode mode ) : CSharpGL.OneIndexLineSearcher | ||
GetPointSearcher ( DrawMode mode ) : |
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GetPrimitiveRestartState ( ) : |
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NoPrimitiveRestartIndex ( List |
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OnPrimitiveTest ( uint lastVertexId, DrawMode mode ) : bool |
I don't know how to implement this method in a high effitiency way. So keep it like this. Also, why would someone use glDrawElements() when rendering GL_POINTS?
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OneIndexRenderer ( IBufferable model, |
用glDrawElements进行渲染。
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Pick ( |
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PickPoint ( |
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PickWhateverItIs ( |
是三角形,就pick一个三角形;是四边形,就pick一个四边形,是多边形,就pick一个多边形。
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SameLengths ( List |
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SearchLine ( |
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SearchPoint ( |
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public GetPickedGeometry ( |
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arg | ||
stageVertexId | uint | |
x | int | mouse position(Left Down is (0, 0)). |
y | int | mouse position(Left Down is (0, 0)). |
Résultat |