Inherits DXGfxLib::TexturedPlane, and DXGfxLib::TexturedPlane.

Public Member Functions | |
| Billboard (Device d3ddevice, int width, int heigth, int numVertX, int numVertZ, string texturefile) | |
| In order to create a billboard instance we want the device to which it will be associated, its dimension the number or vertices to put along each dimension and the file name of the texture to use. | |
| Billboard (Device d3ddevice, Billboard srcBillBoard) | |
| This construction creates a billboard from another billboard. | |
| override int | CompareTo (Object obj) |
| Billboards need to be sorted back to front, this method will be used by our sorted list to determine where a specific billboard instance should be put in the list. | |
| override void | Update (Frustrum frustrum, double appTime, float elapsedTime) |
| The usual upadte method implemented by each SceneObject or derived class. For the Billboard this method is used to position the billboard facing the camera. When you instanciate a billboard you need to either add it to the scene or to call this method yourself. If neither is done it is not ensured the billboard will face the camera nor that its distance to the frustrum near plane is computed which might result in very strange visual effects (and most probably unwanted). | |
| override void | Draw (Device device) |
| The usual draw method. | |
| Billboard (Device d3ddevice, int width, int heigth, int numVertX, int numVertZ, string texturefile) | |
| In order to create a billboard instance we want the device to which it will be associated, its dimension the number or vertices to put along each dimension and the file name of the texture to use. | |
| Billboard (Device d3ddevice, Billboard srcBillBoard) | |
| This construction creates a billboard from another billboard. | |
| override int | CompareTo (Object obj) |
| Billboards need to be sorted back to front, this method will be used by our sorted list to determine where a specific billboard instance should be put in the list. | |
| override void | Update (Frustrum frustrum, double appTime, float elapsedTime) |
| The usual upadte method implemented by each SceneObject or derived class. For the Billboard this method is used to position the billboard facing the camera. When you instanciate a billboard you need to either add it to the scene or to call this method yourself. If neither is done it is not ensured the billboard will face the camera nor that its distance to the frustrum near plane is computed which might result in very strange visual effects (and most probably unwanted). | |
| override void | Draw (Device device) |
| The usual draw method. | |
Public Attributes | |
| double | distToNearPlane = 1000.0f |
| The distance to the viewing frustrum near plane in calculated in the Update phase. The value is keep in this member variable. The default value is 1000 so everything works all right if you don't plan to render objects farther than that (let's say the far plance distance to eye point is 1000). If you plan to render objects farther away from the viewpoint you will have to change this value. If you don't billbard instances might be rendering in an incorrect order for the alpha blending to provide the desired result. | |
Static Public Attributes | |
| static Matrix | currentFrameBillboardRot |
| static double | lastRotUpdate = -1 |
| static StateBlock | billboardRenderState = null |
| All instances of this class are anticipated to use the same RenderState so let's keep that one in this member variable. | |
Definition at line 34 of file Billboard.cs.
| DXGfxLib.Billboard.Billboard | ( | Device | d3ddevice, | |
| int | width, | |||
| int | heigth, | |||
| int | numVertX, | |||
| int | numVertZ, | |||
| string | texturefile | |||
| ) |
In order to create a billboard instance we want the device to which it will be associated, its dimension the number or vertices to put along each dimension and the file name of the texture to use.
| d3ddevice | A valid Direct3D device to which the billboard will be rendered. | |
| width | ||
| heigth | ||
| numVertX | ||
| numVertZ | ||
| texturefile | The texture to be mapped on out Billboard quad. |
Definition at line 64 of file Billboard.cs.
| DXGfxLib.Billboard.Billboard | ( | Device | d3ddevice, | |
| Billboard | srcBillBoard | |||
| ) |
This construction creates a billboard from another billboard.
| d3ddevice | ||
| srcBillBoard |
Definition at line 75 of file Billboard.cs.
| DXGfxLib.Billboard.Billboard | ( | Device | d3ddevice, | |
| int | width, | |||
| int | heigth, | |||
| int | numVertX, | |||
| int | numVertZ, | |||
| string | texturefile | |||
| ) |
In order to create a billboard instance we want the device to which it will be associated, its dimension the number or vertices to put along each dimension and the file name of the texture to use.
| d3ddevice | A valid Direct3D device to which the billboard will be rendered. | |
| width | ||
| heigth | ||
| numVertX | ||
| numVertZ | ||
| texturefile | The texture to be mapped on out Billboard quad. |
Definition at line 64 of file Billboard.cs.
| DXGfxLib.Billboard.Billboard | ( | Device | d3ddevice, | |
| Billboard | srcBillBoard | |||
| ) |
This construction creates a billboard from another billboard.
| d3ddevice | ||
| srcBillBoard |
Definition at line 75 of file Billboard.cs.
| override int DXGfxLib.Billboard.CompareTo | ( | Object | obj | ) | [virtual] |
Billboards need to be sorted back to front, this method will be used by our sorted list to determine where a specific billboard instance should be put in the list.
| obj |
Reimplemented from DXGfxLib.SceneObject.
Definition at line 86 of file Billboard.cs.
| override int DXGfxLib.Billboard.CompareTo | ( | Object | obj | ) | [virtual] |
Billboards need to be sorted back to front, this method will be used by our sorted list to determine where a specific billboard instance should be put in the list.
| obj |
Reimplemented from DXGfxLib.SceneObject.
Definition at line 86 of file Billboard.cs.
| override void DXGfxLib.Billboard.Draw | ( | Device | device | ) | [virtual] |
The usual draw method.
| device |
Reimplemented from DXGfxLib.TexturedPlane.
Definition at line 151 of file Billboard.cs.
| override void DXGfxLib.Billboard.Draw | ( | Device | device | ) | [virtual] |
The usual draw method.
| device |
Reimplemented from DXGfxLib.TexturedPlane.
Definition at line 151 of file Billboard.cs.
| override void DXGfxLib.Billboard.Update | ( | Frustrum | frustrum, | |
| double | appTime, | |||
| float | elapsedTime | |||
| ) | [virtual] |
The usual upadte method implemented by each SceneObject or derived class. For the Billboard this method is used to position the billboard facing the camera. When you instanciate a billboard you need to either add it to the scene or to call this method yourself. If neither is done it is not ensured the billboard will face the camera nor that its distance to the frustrum near plane is computed which might result in very strange visual effects (and most probably unwanted).
| frustrum | ||
| appTime | ||
| elapsedTime |
Reimplemented from DXGfxLib.SceneObject.
Definition at line 112 of file Billboard.cs.
| override void DXGfxLib.Billboard.Update | ( | Frustrum | frustrum, | |
| double | appTime, | |||
| float | elapsedTime | |||
| ) | [virtual] |
The usual upadte method implemented by each SceneObject or derived class. For the Billboard this method is used to position the billboard facing the camera. When you instanciate a billboard you need to either add it to the scene or to call this method yourself. If neither is done it is not ensured the billboard will face the camera nor that its distance to the frustrum near plane is computed which might result in very strange visual effects (and most probably unwanted).
| frustrum | ||
| appTime | ||
| elapsedTime |
Reimplemented from DXGfxLib.SceneObject.
Definition at line 112 of file Billboard.cs.
static StateBlock DXGfxLib.Billboard::billboardRenderState = null [static] |
All instances of this class are anticipated to use the same RenderState so let's keep that one in this member variable.
Definition at line 43 of file Billboard.cs.
static Matrix DXGfxLib.Billboard::currentFrameBillboardRot [static] |
Definition at line 36 of file Billboard.cs.
| double DXGfxLib.Billboard::distToNearPlane = 1000.0f |
The distance to the viewing frustrum near plane in calculated in the Update phase. The value is keep in this member variable. The default value is 1000 so everything works all right if you don't plan to render objects farther than that (let's say the far plance distance to eye point is 1000). If you plan to render objects farther away from the viewpoint you will have to change this value. If you don't billbard instances might be rendering in an incorrect order for the alpha blending to provide the desired result.
Definition at line 52 of file Billboard.cs.
static double DXGfxLib.Billboard::lastRotUpdate = -1 [static] |
Definition at line 37 of file Billboard.cs.
1.5.8