Inherits DXGfxLib::MeshObject, and DXGfxLib::MeshObject.

Public Member Functions | |
| SkyBox () | |
| SkyBox (string file, float extent) | |
| SkyBox (Device d3ddevice, string file, float extent) | |
| SkyBox constructor. You have to indicate with which d3d device you have to create everything and also you have to specify the x file to load and the desired dimensions for the skybox you are going to create. | |
| void | Init (Device d3ddevice, string file, float extent) |
| override void | Dispose () |
| This will ensure associated DX resources are disposed! | |
| override void | Update (Frustrum frustrum, double appTime, float elapsedTime) |
| We use the Update method to ensure that the Skybox is always centered on the camera position. | |
| override void | LoadFromFile (Device d3ddevice, string fileName) |
| Load the skybox from an .x file. The .x file should contain a cube on which the sky textures are mapped internally. | |
| override void | AttachForRendering (Frustrum frustrum, List< IDrawable > objectsToBeRendered) |
| A SkyBox is meant to be always visible, we don't check whether we are in the frustrum or not, we always register to the scene to be rendered. | |
| override void | Draw (Device d3ddevice) |
| This method perform rendering of the skybox. | |
| SkyBox () | |
| SkyBox (string file, float extent) | |
| SkyBox (Device d3ddevice, string file, float extent) | |
| SkyBox constructor. You have to indicate with which d3d device you have to create everything and also you have to specify the x file to load and the desired dimensions for the skybox you are going to create. | |
| void | Init (Device d3ddevice, string file, float extent) |
| override void | Dispose () |
| This will ensure associated DX resources are disposed! | |
| override void | Update (Frustrum frustrum, double appTime, float elapsedTime) |
| We use the Update method to ensure that the Skybox is always centered on the camera position. | |
| override void | LoadFromFile (Device d3ddevice, string fileName) |
| Load the skybox from an .x file. The .x file should contain a cube on which the sky textures are mapped internally. | |
| override void | AttachForRendering (Frustrum frustrum, List< IDrawable > objectsToBeRendered) |
| A SkyBox is meant to be always visible, we don't check whether we are in the frustrum or not, we always register to the scene to be rendered. | |
| override void | Draw (Device d3ddevice) |
| This method perform rendering of the skybox. | |
Protected Attributes | |
| const string | effectFileName = "skyBox.fx" |
| string | savedFileName |
| float | dim = 0.0f |
Definition at line 30 of file SkyBox.cs.
| DXGfxLib.SkyBox.SkyBox | ( | string | file, | |
| float | extent | |||
| ) |
| DXGfxLib.SkyBox.SkyBox | ( | Device | d3ddevice, | |
| string | file, | |||
| float | extent | |||
| ) |
SkyBox constructor. You have to indicate with which d3d device you have to create everything and also you have to specify the x file to load and the desired dimensions for the skybox you are going to create.
| d3ddevice | ||
| file | ||
| extent |
Definition at line 61 of file SkyBox.cs.

| DXGfxLib.SkyBox.SkyBox | ( | string | file, | |
| float | extent | |||
| ) |
| DXGfxLib.SkyBox.SkyBox | ( | Device | d3ddevice, | |
| string | file, | |||
| float | extent | |||
| ) |
SkyBox constructor. You have to indicate with which d3d device you have to create everything and also you have to specify the x file to load and the desired dimensions for the skybox you are going to create.
| d3ddevice | ||
| file | ||
| extent |
Definition at line 61 of file SkyBox.cs.

| override void DXGfxLib.SkyBox.AttachForRendering | ( | Frustrum | frustrum, | |
| List< IDrawable > | objectsToBeRendered | |||
| ) | [virtual] |
A SkyBox is meant to be always visible, we don't check whether we are in the frustrum or not, we always register to the scene to be rendered.
| frustrum | ||
| objectsToBeRendered |
Reimplemented from DXGfxLib.SceneObject.
| override void DXGfxLib.SkyBox.AttachForRendering | ( | Frustrum | frustrum, | |
| List< IDrawable > | objectsToBeRendered | |||
| ) | [virtual] |
A SkyBox is meant to be always visible, we don't check whether we are in the frustrum or not, we always register to the scene to be rendered.
| frustrum | ||
| objectsToBeRendered |
Reimplemented from DXGfxLib.SceneObject.
| override void DXGfxLib.SkyBox.Dispose | ( | ) | [virtual] |
| override void DXGfxLib.SkyBox.Dispose | ( | ) | [virtual] |
| override void DXGfxLib.SkyBox.Draw | ( | Device | d3ddevice | ) | [virtual] |
This method perform rendering of the skybox.
| d3ddevice |
Reimplemented from DXGfxLib.MeshObject.
| override void DXGfxLib.SkyBox.Draw | ( | Device | d3ddevice | ) | [virtual] |
This method perform rendering of the skybox.
| d3ddevice |
Reimplemented from DXGfxLib.MeshObject.
| void DXGfxLib.SkyBox.Init | ( | Device | d3ddevice, | |
| string | file, | |||
| float | extent | |||
| ) |
| void DXGfxLib.SkyBox.Init | ( | Device | d3ddevice, | |
| string | file, | |||
| float | extent | |||
| ) |
| override void DXGfxLib.SkyBox.LoadFromFile | ( | Device | d3ddevice, | |
| string | fileName | |||
| ) | [virtual] |
Load the skybox from an .x file. The .x file should contain a cube on which the sky textures are mapped internally.
| fileName |
Reimplemented from DXGfxLib.MeshObject.
Definition at line 103 of file SkyBox.cs.

| override void DXGfxLib.SkyBox.LoadFromFile | ( | Device | d3ddevice, | |
| string | fileName | |||
| ) | [virtual] |
Load the skybox from an .x file. The .x file should contain a cube on which the sky textures are mapped internally.
| fileName |
Reimplemented from DXGfxLib.MeshObject.
Definition at line 103 of file SkyBox.cs.


| override void DXGfxLib.SkyBox.Update | ( | Frustrum | frustrum, | |
| double | appTime, | |||
| float | elapsedTime | |||
| ) | [virtual] |
We use the Update method to ensure that the Skybox is always centered on the camera position.
| frustrum | ||
| appTime | ||
| elapsedTime |
Reimplemented from DXGfxLib.SceneObject.
| override void DXGfxLib.SkyBox.Update | ( | Frustrum | frustrum, | |
| double | appTime, | |||
| float | elapsedTime | |||
| ) | [virtual] |
We use the Update method to ensure that the Skybox is always centered on the camera position.
| frustrum | ||
| appTime | ||
| elapsedTime |
Reimplemented from DXGfxLib.SceneObject.
float DXGfxLib.SkyBox::dim = 0.0f [protected] |
const string DXGfxLib.SkyBox::effectFileName = "skyBox.fx" [protected] |
string DXGfxLib.SkyBox::savedFileName [protected] |
1.5.8