idTech4.Renderer.idRenderModel_Static.InitEmpty C# (CSharp) Method

InitEmpty() public method

public InitEmpty ( string name ) : void
name string
return void
		public override void InitEmpty(string name)
		{
			if(this.Disposed == true)
			{
				throw new ObjectDisposedException(this.GetType().Name);
			}

			// model names of the form _area* are static parts of the
			// world, and have already been considered for optimized shadows
			// other model names are inline entity models, and need to be
			// shadowed normally
			_isStaticWorldModel = (name.StartsWith("_area") == true);

			_name = name;
			_reloadable = false; // if it didn't come from a file, we can't reload it

			Purge();

			_purged = false;
			_bounds = idBounds.Zero;
		}

Usage Example

        public void Init()
        {
            // TODO: cmds

            /*cmdSystem->AddCommand( "listModels", ListModels_f, CMD_FL_RENDERER, "lists all models" );
             * cmdSystem->AddCommand( "printModel", PrintModel_f, CMD_FL_RENDERER, "prints model info", idCmdSystem::ArgCompletion_ModelName );
             * cmdSystem->AddCommand( "reloadModels", ReloadModels_f, CMD_FL_RENDERER|CMD_FL_CHEAT, "reloads models" );
             * cmdSystem->AddCommand( "touchModel", TouchModel_f, CMD_FL_RENDERER, "touches a model", idCmdSystem::ArgCompletion_ModelName );*/

            _insideLevelLoad = false;

            // create a default model
            idRenderModel_Static model = new idRenderModel_Static();

            model.InitEmpty("_DEFAULT");
            model.MakeDefault();
            model.IsLevelLoadReferenced = true;

            _defaultModel = model;

            AddModel(model);

            // create the beam model
            // TODO: beam

            /*idRenderModelStatic *beam = new idRenderModelBeam;
             * beam->InitEmpty( "_BEAM" );
             * beam->SetLevelLoadReferenced( true );
             * beamModel = beam;
             * AddModel( beam );*/

            // TODO: sprite

            /*idRenderModelStatic *sprite = new idRenderModelSprite;
             * sprite->InitEmpty( "_SPRITE" );
             * sprite->SetLevelLoadReferenced( true );
             * spriteModel = sprite;
             * AddModel( sprite );*/
        }
All Usage Examples Of idTech4.Renderer.idRenderModel_Static::InitEmpty