public GLSceneCanvas()
{
InitializeComponent();
// Set the user draw styles.
SetStyle(ControlStyles.AllPaintingInWmPaint, true);
SetStyle(ControlStyles.UserPaint, true);
SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
// check http://stackoverflow.com/questions/34664/designmode-with-controls
this.designMode = this.DesignMode || System.ComponentModel.LicenseManager.UsageMode == System.ComponentModel.LicenseUsageMode.Designtime;
//if (!this.designMode)
//{
// //this.mouseEnter = GLCanvas_MouseEnter;
// this.mouseEnter = (x, y) => ShowCursor(0);// hide system's cursor.
// this.mouseLeave = (x, y) => ShowCursor(1);// show system's cursor.
//}
{
var camera = new Camera(
new vec3(0, 0, 5), new vec3(0, 0, 0), new vec3(0, 1, 0),
CameraType.Perspecitive, this.Width, this.Height);
var scene = new Scene(camera, this);
this.Scene = scene;
this.Resize += scene.Resize;
var rotator = new FirstPerspectiveManipulater();// SatelliteManipulater();
//rotator.Bind(camera, this);
this.CameraManipulater = rotator;
}
this.fullname = this.GetType().FullName;
}