OpenBve.Renderer.RenderFace C# (CSharp) Méthode

RenderFace() private static méthode

private static RenderFace ( ObjectFace &Face, double CameraX, double CameraY, double CameraZ ) : void
Face ObjectFace
CameraX double
CameraY double
CameraZ double
Résultat void
        private static void RenderFace(ref ObjectFace Face, double CameraX, double CameraY, double CameraZ)
        {
            if (CullEnabled)
            {
                if (!OptionBackfaceCulling || (ObjectManager.Objects[Face.ObjectIndex].Mesh.Faces[Face.FaceIndex].Flags & World.MeshFace.Face2Mask) != 0)
                {
                    GL.Disable(EnableCap.CullFace);
                    CullEnabled = false;
                }
            }
            else if (OptionBackfaceCulling)
            {
                if ((ObjectManager.Objects[Face.ObjectIndex].Mesh.Faces[Face.FaceIndex].Flags & World.MeshFace.Face2Mask) == 0)
                {
                    GL.Enable(EnableCap.CullFace);
                    CullEnabled = true;
                }
            }
            int r = (int)ObjectManager.Objects[Face.ObjectIndex].Mesh.Faces[Face.FaceIndex].Material;
            RenderFace(ref ObjectManager.Objects[Face.ObjectIndex].Mesh.Materials[r], ObjectManager.Objects[Face.ObjectIndex].Mesh.Vertices, ref ObjectManager.Objects[Face.ObjectIndex].Mesh.Faces[Face.FaceIndex], CameraX, CameraY, CameraZ);
        }
        private static void RenderFace(ref World.MeshMaterial Material, World.Vertex[] Vertices, ref World.MeshFace Face, double CameraX, double CameraY, double CameraZ)

Same methods

Renderer::RenderFace ( World &Material, World Vertices, Textures wrap, World &Face, double CameraX, double CameraY, double CameraZ ) : void
Renderer::RenderFace ( World &Material, World Vertices, World &Face, double CameraX, double CameraY, double CameraZ ) : void